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Author SHA1 Message Date
swim67667
fded40cbd9 collision/more physics updates
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2026-06-27 00:54:11 -04:00
40747ec508 fully fixed and skips windows because we dont have a windows runner
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2026-06-26 23:55:04 -04:00
9af9cef7ad Update .gitea/workflows/build.yaml
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2026-06-26 23:27:27 -04:00
a3b5e6abee Update .gitea/workflows/build.yaml
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2026-06-26 23:07:47 -04:00
swim67667
f112c37e9e adding top collision
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2026-06-24 22:46:43 -04:00
257be0b3c5 build.yaml 3: someone kill me! (joking)
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2026-06-24 14:05:10 -04:00
bdb6a0aca0 build.yaml 2: electric boogaloo 2026-06-24 14:04:15 -04:00
swim67667
0dd35c52c0 yup
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2026-06-24 13:34:34 -04:00
swim67667
47f73722b9 im sick of making commit titles- fixing stuff
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2026-06-24 12:59:55 -04:00
swim67667
9dee043d95 less messed up collision
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2026-06-24 12:47:00 -04:00
swim67667
c079ca620f horizontal collision works
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2026-06-24 11:46:32 -04:00
swim67667
c29f652cdc made it compileable for macos
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2026-06-24 11:42:00 -04:00
2917fd3152 Update README.md
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2026-06-24 11:29:14 -04:00
swim67667
466d62c023 more
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swim67667
78597f14c0 commit sum more bs
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2026-06-24 00:49:30 -04:00
swim67667
b7fef7bee3 bugfixing
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2026-06-24 00:31:07 -04:00
swim67667
3adef4de7b added macos makefile
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2026-06-24 00:26:52 -04:00
e8a6af63af fixed it!!!
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2026-06-23 10:25:01 -04:00
8163a4641e optimised
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2026-06-23 10:20:10 -04:00
53c8a13578 we must first make a gitea runner in order for this to work
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2026-06-23 10:07:54 -04:00
43d8ddd0ec will build our wrldbox when new commit is made
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2026-06-23 10:04:27 -04:00
bd0ffff93f fixed comments 2026-06-23 10:00:59 -04:00
013fab7c89 fixed bad array definition 2026-06-23 10:00:19 -04:00
swim67667
06d5ae6674 more robust data collection 2026-06-22 23:30:42 -04:00
swim67667
51b15daf2c fixed weird text added in 2026-06-22 01:46:21 -04:00
swim67667
21bd0c204e very bad collision(work in progress) 2026-06-22 01:41:15 -04:00
swim67667
22377c6f1a very bad collision(work in progress) 2026-06-22 01:29:58 -04:00
dff3a5d2c4 made it work 2026-06-17 15:57:23 -04:00
f580ced394 still wip 2026-06-17 14:36:14 -04:00
3c5019bb46 wip update. don't compile 2026-06-17 14:09:46 -04:00
7250e9c834 fix acceleration for the quadrillionth time 2026-06-17 11:41:54 -04:00
b5b2142a62 slight readme changes 2026-06-17 11:08:28 -04:00
37c8a5acfb Fixed swim67667's last commit 2026-06-17 11:06:37 -04:00
028309c6ad Update README.md 2026-06-17 09:53:03 -04:00
74d23adaa5 tried to make acceleration even more smooth: exponential acceleration
previous version used multiplicative acceleration which did get smooth but exponential works like actual acceleration
2026-06-17 09:50:03 -04:00
ddd90a47de Update src/world.c 2026-06-17 09:47:04 -04:00
4988964f22 Better horizontal acceleration courtesy of Alex M. 2026-06-16 14:35:32 -04:00
1e597beeee WIP docs: commenting in player.c/player.h and README updates 2026-06-16 13:23:01 -04:00
944c6c8da4 WIP docs: commenting in render.c/render.h and README updates 2026-06-16 12:32:11 -04:00
81d0cbc673 WIP docs: commenting in physics.c/physics.h and README updates 2026-06-16 12:25:31 -04:00
11d7c736ae WIP docs: commenting in physics.c/physics.h and README updates 2026-06-16 12:24:11 -04:00
8507c2b754 weird pull/push issues solved 2026-06-16 12:14:07 -04:00
1548f76c05 WIP docs: commenting in main.c and README updates 2026-06-16 12:12:58 -04:00
5fe4f6dd91 WIP docs: commenting in main.c and README updates 2026-06-16 12:09:31 -04:00
19 changed files with 300 additions and 39 deletions

View File

@@ -0,0 +1,87 @@
name: Build Project
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
build:
strategy:
fail-fast: false
matrix:
os:
- ubuntu-latest
# - windows-latest
runs-on: ${{ matrix.os }}
steps:
- name: Checkout code
uses: actions/checkout@v3
- name: Install Dependencies (Linux)
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
gcc \
g++ \
make \
git \
cmake \
libasound2-dev \
mesa-common-dev \
libx11-dev \
libxrandr-dev \
libxinerama-dev \
libxcursor-dev \
libxi-dev \
libgl1-mesa-dev \
libglu1-mesa-dev
- name: Build & Install Raylib (Linux)
if: runner.os == 'Linux'
run: |
git clone --depth 1 https://github.com/raysan5/raylib.git
cd raylib/src
make PLATFORM=PLATFORM_DESKTOP
sudo make install
# - name: Install MSYS2 and Raylib (Windows)
# if: runner.os == 'Windows'
# uses: msys2/setup-msys2@v2
# with:
# msystem: MINGW64
# update: true
# install: >
# mingw-w64-x86_64-gcc
# mingw-w64-x86_64-make
# mingw-w64-x86_64-raylib
- name: Build (Linux)
if: runner.os == 'Linux'
run: make
# - name: Build (Windows)
# if: runner.os == 'Windows'
# shell: msys2 {0}
# run: make
- name: Upload Linux Artifact
if: runner.os == 'Linux'
uses: actions/upload-artifact@v3
with:
name: wrldbox-linux
path: wrldbox
# - name: Upload Windows Artifact
# if: runner.os == 'Windows'
# uses: actions/upload-artifact@v3
# with:
# name: wrldbox-windows
# path: "*.exe"

View File

@@ -4,7 +4,8 @@ SRC=src/main.c \
src/world.c \
src/player.c \
src/physics.c \
src/render.c
src/render.c \
src/collision.c\
OUT=wrldbox

5
MakefileMacOS Normal file
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@@ -0,0 +1,5 @@
gcc src/*.c -o wrldboxMacOS \
-I/opt/homebrew/include \
-L/opt/homebrew/lib \
-lraylib \
-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo

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@@ -1,4 +1,6 @@
# WrldBox Sandbox Simulator
# WrldBox Engine
This project *is* the next major `wholeworldcoding` project.
## 🧊Introduction
@@ -6,13 +8,15 @@
It consists of several components:
- `text_physics.c`, a text-based 1-object physics simulation (in OLD)
- `src/main.c`, Main script. Takes all other src and actually renders the engine.
- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
- `ray.c`, rendering the simulation with raylib. (in OLD)
- And a bunch of new files in `src/` that compose the working physics simulation.
- More stuff in src. README in progress.
This project *is* the next major `wholeworldcoding` project.
- OLD contains the original logic this came from.
## 🛠️ Build and Compile
@@ -22,4 +26,4 @@ Clone the repository. Once you have navigated to the folder, you can run:
## 🏅Credits
This project was impossible without the support of all three `wholeworldcoding` members.
This project was impossible without the support of all four `wholeworldcoding` members.

68
src/collision.c Normal file
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@@ -0,0 +1,68 @@
#include "world.h"
#include <math.h>
#include "config.h"
#include "collision.h"
#include "player.h"
#include <stdio.h>
void checkCollision(){
for(int u=0; u<=MAX_ENTITIES-1; u++){
Entity *en1 = &entities[u];
if(!en1->active){
continue;
}
en1->headgrounded = false;
for(int j=u+1; j<=MAX_ENTITIES-1; j++){
if(u!=j){
Entity *en2 = &entities[j];
if(!en2->active){
continue;
}
printf("%d\n", en1->headgrounded);
float half = (en1->size + en2->size) * 0.5f;
float overlapX = half - fabsf(en1->position.x - en2->position.x);
float overlapY = half - fabsf(en1->position.y - en2->position.y);
if (overlapX > 0 && overlapY > 0)
{
if (overlapY < overlapX && en1->position.y < en2->position.y)
{
// top collision
en1->position.y = en2->position.y - half;
en1->velocity.y = 0;
en1->velocity.x *= en2->drag;
en1->headgrounded = true;
} else {
en1->headgrounded = false;
float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
if(en1->position.x < en2->position.x){
en1->velocity.x=0;
en2->velocity.x=0;
ApplyForce(
en1,
(Vector2){-forcex, 0}
);
ApplyForce(
en2,
(Vector2){forcex, 0}
);
}
else{
en1->velocity.x=0;
en2->velocity.x=0;
ApplyForce(
en1,
(Vector2){forcex, 0}
);
ApplyForce(
en2,
(Vector2){-forcex, 0}
);
}
}
}
}
}
}
}

8
src/collision.h Normal file
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@@ -0,0 +1,8 @@
#ifndef COLLISION_H
#define COLLISION_H
// FUNction declaration! yay!!!
// run by main.c constantly to allow player input.
void checkCollision();
#endif

10
src/docprogress.txt Normal file
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@@ -0,0 +1,10 @@
main.c - Done
physics.c - Done, refine later
physics.h - Done
render.c - Done
render.h - Done
player.c - Done
player.h - Done
world.c
world.h
config.h

View File

@@ -10,6 +10,7 @@ typedef struct Entity
bool isPlayer;
bool affectedByGravity;
bool headgrounded;
float mass;
float size;
@@ -20,6 +21,7 @@ typedef struct Entity
Vector2 force;
Color color;
float drag;
} Entity;

View File

@@ -1,15 +1,16 @@
#include <stdio.h>
// add all the shit from the other shit
#include "raylib.h"
#include "world.h"
#include "physics.h"
#include "player.h"
#include "render.h"
#include "config.h"
#include "collision.h"
int main(void)
{
// Let's make a window
const int screenWidth = 1000;
const int screenHeight = 600;
@@ -20,27 +21,33 @@ int main(void)
SetTargetFPS(60);
// Now we actually start the code
InitWorld();
printf("WrldBox Sandbox Started\n");
printf("WrldBox engine started\n");
printf("Gravity = %.2f\n", g);
// until we close the window, expect inputs
while (!WindowShouldClose())
{
float dt = GetFrameTime();
if (IsKeyPressed(KEY_P))
{
// If it's simulating, stop simulating. If it isn't simulating, start simulating.
isSimulating = !isSimulating;
}
if (IsKeyPressed(KEY_R))
{
// VERY complicated reset logic
InitWorld();
}
if (IsKeyPressed(KEY_Q))
{
// We're gonna have to rewrite the entity logic at some point. Because an actual game doesn't just contain a bunch of blocks. But whatever for now...
// Q key pressed? -> Poof, box, random position, random size, random color.
SpawnEntity(
GetRandomValue(50, 950),
GetRandomValue(20, 150),
@@ -52,11 +59,13 @@ int main(void)
GetRandomValue(50,255),
GetRandomValue(50,255),
255
});
},
GetRandomValue(0, 1) + 0.1f);
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
// Spawn cube where the mouse is when it clicks!
Vector2 m = GetMousePosition();
SpawnEntity(
@@ -64,17 +73,21 @@ int main(void)
m.y,
25,
1.0f,
ORANGE);
ORANGE,
0.1f);
}
if (isSimulating)
{
// allow player to be controlled, fit everything within the size of the screen
UpdatePlayerControls();
checkCollision();
UpdateEntities(dt, screenWidth);
simTime += dt;
}
// UI shenanigans
BeginDrawing();
ClearBackground(RAYWHITE);
@@ -167,6 +180,7 @@ int main(void)
EndDrawing();
}
// When the window wants to close, close it. What a surprise.
CloseWindow();
return 0;
}

View File

@@ -1,21 +1,27 @@
#include <math.h>
// better hope you were paying attention in physics class for this one
#include "physics.h"
#include "world.h"
#include "config.h"
// Main physics update loop for all entities
void UpdateEntities(float dt, int screenWidth)
{
// Iterate through all possible entities
for (int i = 0; i < MAX_ENTITIES; i++)
{
Entity *e = &entities[i];
// Skip inactive entities
if (!e->active)
continue;
// Check if entity is currently touching the ground
// YOU'RE GROUNDED!!! lol
bool onGround = IsGrounded(e);
if (e->affectedByGravity)
// Apply gravity force if enabled for this entity
if (e->affectedByGravity && !onGround)
{
ApplyForce(
e,
@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
);
}
// Compute acceleration from accumulated forces (F = ma)
e->acceleration.x =
e->force.x / e->mass;
e->acceleration.y =
e->force.y / e->mass;
// Integrate velocity from acceleration
e->velocity.x +=
e->acceleration.x * dt;
e->velocity.y +=
e->acceleration.y * dt;
// Apply air drag to slow movement over time
e->velocity.x *= AIR_DRAG;
e->velocity.y *= AIR_DRAG;
// Apply ground friction when on the ground
if (onGround)
{
if (e->velocity.x > 0)
@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
}
}
// Clamp player horizontal speed
if (e->isPlayer)
{
if (e->velocity.x > MAX_PLAYER_SPEED)
@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x = -MAX_PLAYER_SPEED;
}
// Integrate position from velocity
e->position.x +=
e->velocity.x * dt;
e->position.y +=
e->velocity.y * dt;
// Reset forces after integration step
e->force = (Vector2){0, 0};
// Ground collision
if (e->position.y +
e->size * 0.5f >=
ground_y)
@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.y *=
-BOUNCE;
// Stop tiny bounces... or at least, attempt to.
if (fabsf(e->velocity.y) < 15.0f)
{
e->velocity.y = 0;
}
}
// Left wall collision
if (e->position.x -
e->size * 0.5f < 0)
{
@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
e->velocity.x *= -0.6f;
}
// Right wall collision
if (e->position.x +
e->size * 0.5f >
screenWidth)

View File

@@ -1,6 +1,9 @@
#ifndef PHYSICS_H
#define PHYSICS_H
// FUNction declaration! yay!!!
// used by main script to update entities as time goes on
// i don't think it's used anywhere else, but double check me
void UpdateEntities(float dt, int screenWidth);
#endif

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@@ -5,27 +5,46 @@
#include "raylib.h"
// let's a go!
float curhorvel=0.0f; //current horizonatal velocity
bool dir=0;
void UpdatePlayerControls(void)
{
if (!player)
// if there isn't a player, you probably can't do much
if (!player){
return;
}
if(curhorvel==0.0f){
curhorvel=65.5f*scale;
}
// if a key pressed, push player to the left
if (IsKeyDown(KEY_A))
{
dir=1;
if(curhorvel<MAX_PLAYER_SPEED){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
}
ApplyForce(
player,
(Vector2){-PLAYER_FORCE, 0}
(Vector2){-curhorvel, 0}
);
}
if (IsKeyDown(KEY_D))
// if d key pressed, push player to the right
else if (IsKeyDown(KEY_D))
{
dir=0;
if(curhorvel<=MAX_PLAYER_SPEED){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
}
ApplyForce(
player,
(Vector2){PLAYER_FORCE, 0}
);
(Vector2){curhorvel, 0}
);
}
else{
curhorvel=65.5f*scale;
}
// if sspace key pressed (and player isn't already jumping), push player
if (IsGrounded(player) &&
IsKeyPressed(KEY_SPACE))
{

View File

@@ -1,6 +1,8 @@
#ifndef PLAYER_H
#define PLAYER_H
// FUNction declaration! yay!!!
// run by main.c constantly to allow player input.
void UpdatePlayerControls(void);
#endif

View File

@@ -2,7 +2,7 @@
#include "world.h"
#include "raylib.h"
// Take entities, put em on the screen. Basic rendering file. Our entities are just rectangles, which we should lowkey fix... but uh... that's a problem for LATER...
void DrawEntities(void)
{
for (int i = 0; i < MAX_ENTITIES; i++)

View File

@@ -1,6 +1,7 @@
#ifndef RENDER_H
#define RENDER_H
// FUNction declaration! yay!!!
// Make an entity! Once again, pretty sure this is must used in main.c
void DrawEntities(void);
#endif

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@@ -1,16 +1,19 @@
#include <stddef.h>
#include "world.h"
#include "collision.h"
// the beeg one. hooooooooooooooooh boy
const float scale = 43.7445319335f;
const float g = 9.81f * scale;
const float PLAYER_FORCE = 3500.0f;
const float JUMP_FORCE = 22000.0f;
const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
const float JUMP_FORCE = 450.0f*scale;
const float AIR_DRAG = 0.999f;
const float GROUND_FRICTION = 1200.0f;
const float MAX_PLAYER_SPEED = 300.0f;
const float GROUND_FRICTION = 27.432f*scale;
const float MAX_PLAYER_SPEED = 10.0f*scale;
const float BOUNCE = 0.45f;
@@ -37,12 +40,12 @@ bool IsGrounded(Entity *e)
{
if (!e)
return false;
return (
e->position.y +
e->size * 0.5f >=
ground_y - 2.0f
);
if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
return true;
}
else{
return false;
}
}
Entity *SpawnEntity(
@@ -50,7 +53,8 @@ Entity *SpawnEntity(
float y,
float size,
float mass,
Color color)
Color color,
float drag)
{
for (int i = 0; i < MAX_ENTITIES; i++)
{
@@ -65,6 +69,7 @@ Entity *SpawnEntity(
e->mass = mass;
e->size = size;
e->drag = drag;
e->position = (Vector2){x, y};
e->velocity = (Vector2){0, 0};
@@ -72,6 +77,7 @@ Entity *SpawnEntity(
e->force = (Vector2){0, 0};
e->color = color;
e->headgrounded = false;
return e;
}
@@ -79,7 +85,9 @@ Entity *SpawnEntity(
return NULL;
}
// say bye bye to EVERYTHINGGGG AHAHAHAHAHAAH
// im a little mad with power
// this is literally just a helper function to clear the entities and player
void ClearWorld(void)
{
for (int i = 0; i < MAX_ENTITIES; i++)
@@ -90,6 +98,7 @@ void ClearWorld(void)
player = NULL;
}
// used in main.c to start the actual engine behaviors. spawns the player, and a few other boxes for funsies.
void InitWorld(void)
{
ClearWorld();
@@ -99,7 +108,8 @@ void InitWorld(void)
120,
40,
1.0f,
BLUE);
BLUE,
0.1f);
if (player)
{
@@ -113,12 +123,14 @@ void InitWorld(void)
50,
25,
1.0f,
RED);
RED,
0.9f);
}
simTime = 0.0f;
}
// helper function: count number of entities. Something somewhere uses this. I think it's probably for entity counting. Don't quote me on that.
int CountEntities(void)
{
int count = 0;

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@@ -12,6 +12,13 @@ extern bool isSimulating;
extern float simTime;
extern const float scale;
extern const float MAX_PLAYER_SPEED;
extern const float PLAYER_SPEED_FACTOR;
void ApplyForce(Entity *e, Vector2 force);
bool IsGrounded(Entity *e);
@@ -20,7 +27,8 @@ Entity *SpawnEntity(
float y,
float size,
float mass,
Color color);
Color color,
float drag);
void ClearWorld(void);
void InitWorld(void);

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wrldbox

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