I’m working at the Recurse Center on a 3D rigid-body game physics engine in Elixir.
What’s that mean?
3D is pretty self-explanatory.
Rigid-body means that the objects being simulated don’t deform due to collisions, so more like steel beams and less like wobbly jellyfish.
Game physics is meant to describe simulations that are both decent-enough in fidelity for humans to predict behavior of objects and low-enough in fidelity to run in real-time (say, 30-60Hz).
Engine means it should be reusable across other projects and have a clean API.
I want to see what features APIs some various engines support, and go from there. The API’s I’m looking at are:
After a lot of work today, I’ve gotten RSS feed generation implemented for my blog.
I then retooled a VPS I had lying around (apparently hoarding machines happens to my accounts as well as my apartment…) and threw on Ubuntu.
This was then setup to do basic file serving and most of the usual lockdown I do for my serves; a good test run, since I’ll be doing a workshop on accomplishing exactly this while at Recurse Center. :)