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@luizbills
Created April 24, 2026 12:50
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Basic physics simulation
//! Based on https://slicker.me/javascript/physics/physics_engine.htm
// Vector utilities
class Vec {
constructor(x=0, y=0) {
this.x = x;
this.y = y;
}
add(v) {
return new Vec(this.x + v.x,this.y + v.y);
}
sub(v) {
return new Vec(this.x - v.x,this.y - v.y);
}
mul(s) {
return new Vec(this.x * s,this.y * s);
}
dot(v) {
return this.x * v.x + this.y * v.y;
}
len() {
return Math.hypot(this.x, this.y);
}
norm() {
let l = this.len() || 1;
return this.mul(1 / l);
}
}
// Circle body
class Circle {
constructor(x, y, r, m=1) {
this.pos = new Vec(x,y);
this.vel = new Vec(0,0);
this.r = r;
this.m = m;
this.invM = 1 / m;
}
applyImpulse(j) {
this.vel = this.vel.add(j.mul(this.invM));
}
integrate(dt) {
let gravity = new Vec(0,300);
this.vel = this.vel.add(gravity.mul(dt));
this.pos = this.pos.add(this.vel.mul(dt));
}
}
// Line segment
class Line {
constructor(x1, y1, x2, y2) {
this.a = new Vec(x1,y1);
this.b = new Vec(x2,y2);
}
closestPoint(p) {
let ab = this.b.sub(this.a);
let t = p.sub(this.a).dot(ab) / ab.dot(ab);
t = Math.max(0, Math.min(1, t));
return this.a.add(ab.mul(t));
}
}
// Collision and scene
function resolveCircleLine(circle, line) {
let cp = line.closestPoint(circle.pos);
let diff = circle.pos.sub(cp);
let dist = diff.len();
if (dist < circle.r) {
let n = diff.norm();
let penetration = circle.r - dist;
circle.pos = circle.pos.add(n.mul(penetration + 0.01));
let vn = circle.vel.dot(n);
if (vn < 0) {
let e = 0.8;
circle.vel = circle.vel.sub(n.mul((1 + e) * vn));
}
}
}
function resolveCircleCircle(a, b) {
let diff = b.pos.sub(a.pos);
let d = diff.len();
if (d === 0) {
return;
}
if (d < a.r + b.r) {
let n = diff.mul(1 / d);
let penetration = a.r + b.r - d;
let totalInv = a.invM + b.invM;
a.pos = a.pos.add(n.mul(-penetration * (a.invM / totalInv)));
b.pos = b.pos.add(n.mul(penetration * (b.invM / totalInv)));
let rel = b.vel.sub(a.vel);
let vn = rel.dot(n);
if (vn > 0) {
return;
}
let e = 0.8;
let j = -(1 + e) * vn / totalInv;
let impulse = n.mul(j);
a.applyImpulse(impulse.mul(-1));
b.applyImpulse(impulse);
}
}
let counter = 0;
let circles = [new Circle(250,150,20,1), new Circle(510,120,16,1), new Circle(170,120,10,1)];
let lines = [];
const lineCount = 16;
for (let i = 0; i < lineCount; i++) {
lines.push(new Line(100,100,200,200));
}
function step(dt) {
for (let c of circles) {
c.integrate(dt);
}
for (let i = 0; i < circles.length; i++) {
for (let j = i + 1; j < circles.length; j++) {
resolveCircleCircle(circles[i], circles[j]);
}
}
for (let c of circles) {
for (let l of lines) {
resolveCircleLine(c, l);
}
}
}
function draw() {
cls(0)
linewidth(4)
for (let l of lines) {
line(l.a.x, l.a.y, l.b.x, l.b.y, 2)
}
for (let c of circles) {
circfill(c.pos.x, c.pos.y, c.r, 3)
}
}
const armLength = 70;
const speed = 0.009;
function update(dt) {
step(dt);
// Spinning crosses
for (let i = 0; i < lineCount / 2; i++) {
lines[i * 2].a.x = 100 * i + armLength * Math.sin(counter);
lines[i * 2].a.y = 350 + armLength * Math.cos(counter);
lines[i * 2].b.x = 100 * i - armLength * Math.sin(counter);
lines[i * 2].b.y = 350 - armLength * Math.cos(counter);
lines[i * 2 + 1].a.x = 100 * i - armLength * Math.cos(counter);
lines[i * 2 + 1].a.y = 350 + armLength * Math.sin(counter);
lines[i * 2 + 1].b.x = 100 * i + armLength * Math.cos(counter);
lines[i * 2 + 1].b.y = 350 - armLength * Math.sin(counter);
}
counter = counter + speed;
}
function tapped(x, y) {
circles.push(new Circle(x, y, 20, 1));
}
litecanvas({
width: 800,
height: 600,
autoscale: false
})
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