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Implementing a Physics Simulation System for wh-engine

Recently, I've been working on wh-engine, a 2D game engine written in Common Lisp. I thought it would be interesting to attempt to create a physics system for it, and document my progress. This physics engine would have to balance performance, accuracy, and flexibility in order to be useful in games. Additionally, one of wh-engine's core features is actor suspension: basically, every game entity can be suspended at any point, saved to a file, and then resumed later as if nothing had happened - even if the entire game has been closed and re-opened in between. The physics system would have to operate in a way that produces consistent and predictable results regardless of this process.

To test each aspect of the simulation, I'll create small minigames/demos, which you can run if you have a suitable Lisp installation.


Progress updates