separated physics thread from graphics

This commit is contained in:
Pierre committed 2026-09-29 21:33:25 +02:00
1 parent a79693b344
commit b6265c6b61
1 file changed
+39 -21
+39 -21
View File
@@ -1,4 +1,6 @@
#include <math.h>
#include <time.h>
#include <pthread.h>
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
@@ -16,7 +18,7 @@ int center_x_text(const char *text, int width, int size) {
return (width - MeasureText(text, size)) / 2;
}
int center_y_text(int height, int size) { return (height - size) / 2; }
static inline int center_y_text(int height, int size) { return (height - size) / 2; }
Vector2 transform_to_center(Vector2 v) {
int width = GetRenderWidth();
@@ -122,17 +124,46 @@ typedef struct universe {
mass_body_t *bodies;
} universe_t;
void *physics(void *args) {}
void *physics(void *args) {
universe_t* uni= (universe_t*)args;
mass_body_t body_1;
mass_body_t body_2;
Vector2 collision;
while(true){
for(unsigned int i=0;i<uni->num_bodies;i++){
body_1=uni->bodies[i];
printf("body %d pos is : %f %f \n speed is : %f %f\n",i,uni->bodies[i].position.x,uni->bodies[i].position.y,uni->bodies[i].speed.x,uni->bodies[i].speed.x);
body_1.position = vec2_sum(&body_1.position, &body_1.speed);
printf("body %d pos is : %f %f \n speed is : %f %f\n",i,uni->bodies[i].position.x,uni->bodies[i].position.y,uni->bodies[i].speed.x,uni->bodies[i].speed.x);
for(unsigned int y=0;y<uni->num_bodies;y++){
body_2=uni->bodies[y];
collision = body_collision(&body_1, &body_2);
if(!vec2_is_null(collision)){
collide(&body_1,&body_2,&collision,1.0);
}
uni->bodies[y]=body_2;
}
collision = edge_collision(&body_1);
if (!vec2_is_null(collision)) {
collide_rigid(&body_1, &collision, 1.0);
}
uni->bodies[i]=body_1;
}
}
}
int main(void) {
pthread_t physics_thread;
const char *welcome_text = "Welcome to Fucked Physics!";
universe_t universe = {0, NULL};
pthread_create(&physics_thread,NULL,physics,(void*)&universe);
universe.bodies = malloc(1024 * sizeof(mass_body_t));
mass_body_t body_1 = {100, 50, {-200, -100}, {0.5, 0.1}};
mass_body_t body_2 = {100, 50, {200, 0}, {-0.5, 0}};
universe.bodies[0]=body_1;
universe.bodies[1]=body_2;
universe.num_bodies=2;
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(800, 450, "Fucked Physics");
SetTargetFPS(120);
@@ -141,28 +172,15 @@ int main(void) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawCircleV(transform_to_center(body_1.position), body_1.radius, RED);
DrawCircleV(transform_to_center(body_2.position), body_2.radius, GREEN);
body_1.position = vec2_sum(&body_1.position, &body_1.speed);
body_2.position = vec2_sum(&body_2.position, &body_2.speed);
Vector2 collision = body_collision(&body_1, &body_2);
if (!vec2_is_null(collision)) {
collide(&body_1, &body_2, &collision, 1.0);
for(unsigned int i=0;i<universe.num_bodies;i++){
DrawCircleV(transform_to_center(universe.bodies[i].position), universe.bodies[i].radius, (Color){((256/universe.num_bodies)*i)%256,255*(i%2),255*(i%2)*(i%3),255});
}
collision = edge_collision(&body_1);
if (!vec2_is_null(collision)) {
collide_rigid(&body_1, &collision, 2.0);
}
collision = edge_collision(&body_2);
if (!vec2_is_null(collision)) {
collide_rigid(&body_2, &collision, 2.0);
}
DrawText(welcome_text, center_x_text(welcome_text, GetRenderWidth(), 20),
center_y_text(GetRenderHeight(), 20), 20, BLACK);
center_y_text(GetRenderHeight(), 20), 20, BLACK);
EndDrawing();
}