Do you remember Luis Fernando Silva?
He released a Box2D platform engine some months ago, and now I am publishing his last work, a Verlet physics engine.
If you need more information about Verlet integration, check this post.
This is what Luis says:
« So, I was developing a small physics engine for a game of mine (Flash Physics Engine v2), and the thing started to get bigger and take shape of a real physics engine, or atleast with enough features to run a ragdoll simulation.
I’ve received feedback from some guys at FGL and so I decided it was time to release it as open source! After commenting each line of code as much as I could, after 2 weeks of bug-testing to remove some instability and after an afternoon coding some samples, I have here packed for you guys at the blog the v0.6b version!
As you can guess, it’s a verlet engine so it isn’t as stable as rigid-body engines like Box2D or Motor Engine, and the only real solid there is the particle primitive. Which is a small circle (how exciting!). But since your blog gets so many hits from all kinds of coders, I tought maybe (like with my other samples posted on your blog), some more skilled coder could improve it into something better! »
This is a demo completely developed with the engine:
Use arrow keys to navigate through the 10 samples.
Besides the engine itself, it’s a great example of solid OOP programming, with a lot of comments in the source code.
Download the source code.