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Hey! I’m making a physics library and I’m currently wondering how to structure it. I said in the 1GAM chatroom that I planned to make shapes and bodies so that you could extend them with your game objects, they said that’s a bad idea. Someone mentioned entities. I’ve haven’t heard about it before and decided to try.
Here’s the body class: [http://pastebin.com/661NDhCR](http://pastebin.com/661NDhCR)
Here’s a game object class: [http://pastebin.com/LdvvLdwS](http://pastebin.com/LdvvLdwS)
I’m wondering if I’m doing this right.
Unless you plan on your physics engine being very basic (Squares & Circles only), your going to have to understand and learn a lot of physics to get a decent engine going. I know as I started one of my own a while back, and it quickly gets complicated.
Thanks for replies!
> *Originally posted by **[DPbrad](/forums/4/topics/321976?page=1#posts-6778632):***
> Unless you plan on your physics engine being very basic (Squares & Circles only), your going to have to understand and learn a lot of physics to get a decent engine going. I know as I started one of my own a while back, and it quickly gets complicated.
I’m up for it anyway! I don’t learn physics at school because I’m in the music class but I want to learn it and I’ve got sources like [this](http://www.metanetsoftware.com/technique/tutorialA.html#section2) to read :) Will implement irregular polygons and circles.