Docs/Samples.md
This document describes the demos in the Samples application. When you run the samples application the application will initially start paused, press P to unpause it. The menu is accessible through pressing ESC, it has the following options:
Note that you can watch all movies below in a single YouTube playlist.
This categories shows vehicles created through the VehicleConstraint. These vehicles use ray- or shape casts to detect collision with the ground and simulate a vehicle with an engine, gearbox, differentials and suspension.
| A wheeled vehicle. |
| Demonstrates a tracked vehicle with a turret constrained to the main body with hinge constraints. |
| Demonstrates a motor cycle. |
| Applying a custom gravity override to a vehicle to create weird gameplay. |
This category demonstrates how ragdolls can be made and controlled using keyframing or motors.
| A ragdoll set to kinematic mode (infinite mass, simulated using velocities only) interacting with dynamic objects. |
| Demonstrating a humanoid ragdoll driven by motors which are trying to match a sprint animation in local space (green sticks). |
| 160 Ragdolls being dropped on a scene from Horizon Zero Dawn. |
| 160 Ragdolls dropping on a pile, simulated using the Jolt Physics engine. Yellow means the ragdoll is simulated, red means the simulation is sleeping. |
| A pile of ragdolls that are driven to a specific animated death pose. This gives the ragdolls 'stiffness'. |
| Demonstrates Soft Body physics as simulated by Jolt Physics. Soft body physics can be used for things like cloth and soft balls. |
This category shows how you can simulate a (humanoid) character using a capsule.
| A demonstration of a game Character. Demonstrates moving, sliding against the environment, crouching and jumping. |
This category shows how you can implement a water simulation in your game.
| Water buoyancy and friction simulation. Demonstrates how various shapes and compound shapes behave in the water. The right most object has a lowered center of mass. |
This category shows the various constraints that are supported. Constraints connect two or more bodies together and limit the relative movement.
| Showing the path constraint in action. |
| Demonstrates a chain of swing-twist constraints (usable for humanoid shoulders). The green cones show the swing limit and the pink pie shows the twist limit. |
| Demonstrates a gear constraint. Note that the gears can be placed at any relative angle of each other, so you could e.g. create a bevel or worm gear. |
| Demonstrates a rack and pinion constraint. |
| Shows two boxes connected through a pulley constraint. In this case the constraint is configured as a block and tackle with and advantage of 2: the right block moves 2x as slow as the left block. |
This category contains general simulation tests. It demonstrates things like friction, restitution, damping, modifying gravity and continuous collision detection. Some highlights:
| A YouTube video showing stability of a pile of boxes. |
| Demonstrates objects sliding along a polygon mesh. Internal mesh edges are ignored and do not cause objects to bounce off. |
| 1000 random shapes in a funnel. |
| We will automatically split up the simulation in islands of non-interacting bodies and distribute the work across multiple threads. Each island has its own color. |
| Shows the difference between compiling Jolt Physics in single precision and double precision (define JPH_DOUBLE_PRECISION). |
| A demo of setting the surface velocity of a body to create a conveyor belt. The boxes have decreasing friction from front to back (last one has zero friction so slowly slides down the ramp). |
These categories show off all of the supported shapes and how they can be scaled at run-time.
| A height field shape using various scales in Jolt Physics: Uniform, Non uniform, Mirrored, Inside out |