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Comment by timeforcomputer

2 days ago

I have felt similar, wanting to learn physics sims. I have had to learn over time to separate domains of knowledge like physics from programming tools used to ~manifest them. Especially starting with gamedev, initially it felt like there should be a natural programming idiomatic way to set up each of the major simulations like rigid bodies, cloth, springs, fluids, so the first thought I had was these sims will be naturally encoded in the language, like a fluid sim being somehow setting up a grid, then choosing some update rules per timestep. But really it is modelling a problem as real mathematics and physics, then mapping this to a language/toolset which perhaps can't naturally express it idiomatically.

There are a few algorithms like some cloth sims based on particle positions and springs, which can be coded easily, but that was misleading to me when trying to improve, I had to dig a lot more into physics and numerical analysis then mapping the problem to code, which can end up clunky and with a lot of magic numbers.