funny janky version
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@@ -6,3 +6,6 @@ void gravity(universe_t* univ){
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void magnetism(universe_t* univ){
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void magnetism(universe_t* univ){
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}
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}
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void mechanics(universe_t* univ){
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}
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@@ -108,14 +108,14 @@ void *physics(void *args) {
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body_2 = uni->bodies[y];
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body_2 = uni->bodies[y];
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collision = body_collision(&body_1, &body_2);
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collision = body_collision(&body_1, &body_2);
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if (!vec2_is_null(collision)) {
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if (!vec2_is_null(collision)) {
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collide(&body_1, &body_2, &collision, 1.2);
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collide(&body_1, &body_2, &collision, 0.99);
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}
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}
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uni->bodies[y] = body_2;
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uni->bodies[y] = body_2;
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}
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}
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}
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}
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collision = edge_collision(&body_1);
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collision = edge_collision(&body_1);
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if (!vec2_is_null(collision)) {
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if (!vec2_is_null(collision)) {
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collide_rigid(&body_1, &collision, 1.2);
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collide_rigid(&body_1, &collision, 1.0005);
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}
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}
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uni->bodies[i] = body_1;
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uni->bodies[i] = body_1;
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}
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}
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@@ -142,12 +142,14 @@ int main(void) {
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const char *welcome_text = "Welcome to Fucked Physics!";
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const char *welcome_text = "Welcome to Fucked Physics!";
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universe_t universe = {0, NULL};
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universe_t universe = {0, NULL};
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universe.bodies = malloc(1024 * sizeof(mass_body_t));
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universe.bodies = malloc(1024 * sizeof(mass_body_t));
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for(int i=0;i<100;i++){
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mass_body_t body_1 = {100, 50, {-200, -200}, {0.1, -0.1}};
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if(i>500){
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mass_body_t body_2 = {100, 50, {200, 200}, {-0.1, 0.105}};
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universe.bodies[i] = (mass_body_t){100/(25+50/(i+1)), 50+50/(i+1), {i*10, i*200%500}, {0.1, 0.5+i*0.01}};
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universe.bodies[0] = body_1;
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}else{
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universe.bodies[1] = body_2;
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universe.bodies[i] = (mass_body_t){100/(25+50/(i+1)), 25+50/(i+1), {-i*10, -i*300%500}, {-0.1, 0.8-i*0.005}};
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universe.num_bodies = 2;
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}
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}
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universe.num_bodies = 100;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(800, 450, "Fucked Physics");
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InitWindow(800, 450, "Fucked Physics");
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SetTargetFPS(120);
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SetTargetFPS(120);
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