The bitter sweet part about having a great job that you love is that it leaves little time for my great personal projects that I love, among other things I need to do. Namely, I wish I had more time to work on NGen, my 3D simulation engine. However, in what little free time I do have (that I have the willpower to keep working through) I have been working hard. Recently I reached a milestone (and closed a github issue) for removing all warnings from the NGen when compiling with gcc using the -Wall flag! Coming from a visual studio oriented code base this left my 16 thousand lines of code riddled with hundreds of errors, but finally they have all been squashed (and a few bugs were found in the process)!
Among those bugs I found a prevelant one in my computation of torque due to friction in the physics engine. To be frank, it didn’t at all work and coincidentally just appeared to be working for the given simulation. There seems to be a severe lack of understandable examples of computing torque due to friction in a physics engine, so I wrote my own algorithm! My algorithm is heavily based off of the Coloumb friction model. For anybody interested I will be posting a rundown of it here within the next week when I find the time.
Until then, be sure to check out the NGen, and keep on coding!