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These are my regular updates on my progress on Pixel Storm for February 2026! Updates from the previous month are here: January 2026 Pixel Storm Updates
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February 15, 2026 1:04 PM (PST) Have just been heads down finishing out the rigid body physics. It is done. It is not tuned at all and there are collision precision issues, but the math for the physics works!
February 11, 2026 9:10 PM (PST) Well, a couple of weeks ago I sped my way to the end of Game Physics Engine Development (2nd Ed) so I could get the full picture, be done with the book and code the rest of the physics. But, since then I had to spend a week refactoring my code to remove the shims I had in place to make a particle physics engine work with what I had, and then go and build a contact manifold without the help of the book and the accompanying code base, since it left that as an exercise to the reader to figure out. It was a lot to figure out. Now that I’m finally ready to work on the rigid body collision resolution I realize I forgot everything I had read, and have to re-read the last 150 pages of the book! Well, back to reading I guess. I should have it down though after I re-read the thing.
February 11, 2026 12:12 AM (PST)
Ready for rigid body contact resolution. Physics are working great with the contact manifold.
February 10, 2026 9:41 PM (PST)
I have completed a persistent contact manifold with feature-based caching, recalculation from feature IDs, manifold culling, bounding sphere cleanup, and penetration propagation. I can now finally add angular resolution. Well let me run this thing and see if it even runs.
February 9, 2026 11:16 PM (PST) Ok I implemented recalculating contact information for cached contacts from features. It was really hard. I rewarded myself by playing my game for a bit. I think knocking the ball into some goal will be a way to score points or something. I don’t know.
February 9, 2026 8:48 PM (PST)
Working on contact coherency. It is mostly left unimplemented in the book and it turns out to be really complex.
February 8, 2026 5:16 PM (PST)
Ok the SAT collisions have been implemented. Now I need to generate multiple contacts and begin the work of rigid body collision resolution, including friction. Then, I should finally be done with physics?
February 8, 2026 12:23 AM (PST) I have reviewed the Game Physics Engine Development (2nd Ed) ‘s Cyclone engine code for the SAT boxAndBox function and I feel like I can implement it tomorrow and it will actually be much better than what I currently have both in terms of performance and accuracy. It will probably take me all day, but then I can work on generating multiple contacts, and then, finally I can do the rigid body contact resolution that will let me get ramps I can drive up holy moly.