Rigid cuboid simulation and rendering using Rust and WGSL.
- Freely adjustable first-person camera.
- Efficient broad-phase collision detection using spatial hashing.
- Collision manifold calculation using Sutherland-Hodgman face clipping.
- Simple per-face directional lighting with Lambertian diffuse and Blinn-Phong specular highlights.
- Iterative impulse solver that respects conservation of momentum.
- Rotation changes calculated using quaternions to avoid gimbal lock.
The videos will look a bit blurry due to compression, but they are not sped up/processed.
