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GS.Phy2D

Since APE repo, I'll trying to work on a more optimized 2d physics stuff, here is the WIP result. -> Architecture work + code layout to make it run quite fast (spatial hashes, records, pointers lists and so on.)

I wrote the Pascal version in a pretty chill way, really from start to finish, taking inspiration from APE of course, but also from the work done on the 2D constraint project (also written in a relaxed style 🙂).

While writing the spatial hash, I did a lot of research and, with help from AI (Claude), that turned out to be a key factor in several parts of the code.

I also started a Rust course a few months ago, which I find quite fascinating. So I began translating the Pascal project into Rust — heavily assisted by AI at first, but less and less over time 🙂

So there’s some documentation (AI-assisted, but reviewed and overseen by me) that includes a small comparative analysis.

History :

2026-01-26 - Rust version - Docs.

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2026-01-21 - Compound constraint.

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2026-01-11 - change GUI - AABB fynamic - OBB R&D

2026-01-09 - AABB Static - Circle shape - Optimisation

2025-12-10 - Early stage.

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Older version

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2D physics engine in chill mode.

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