slingshot
is a constraint-based physics engine for 3D rigid body dynamics. It's driven by a custom ECS (T-RECS) and runs on Linux, Mac, and Windows. Scenarios can be created in an editor and saved to JSON, or scenarios can be created via access to a high-level API. The engine can be executed with an OpenGL-backed renderer or headlessly.
There are a few demo integration scenarios that verify the engine is working, these are completely controlled through scenario files. There are also demo UI's that test specific algorithms used in the engine, such as quickhull
.
The following example commands run the ragdoll sandbox scenario shown at the top of the README.
See the markdown file in the demos
folder for more details.
gcc
>= 8.1cmake
>= 3.16opengl
>= 3.3mingw
(Windows only)
-
Pull the repo from github (assuming you're using a command-line git tool)
git clone https://github.com/therealjtgill/slingshot.git
-
Initialize all of the submodules
cd slingshot git submodule update --init
-
Run the
makeme.bat
script in the repo's main folder (I use git bash on Windows)makeme.bat -DBUILD_TESTS=0
-
Demos have to be executed from the build folder. Scenario files are in
slingshot\demos\scenarios
and can be passed to the default engine visualizer as command line arguments.cd build bin\api_viz.exe ..\demos\scenarios\ragdoll_sandbox.json ..\demos\api\standard_viz_config.json
The default engine visualizer has to be executed from the build folder because of relative path requirements.
-
Pull the repo from github
user@pc:~$ git clone https://github.com/therealjtgill/slingshot.git
-
Initialize all of the submodules
user@pc:~/slingshot$ git submodule update --init
-
Run the
makeme.sh
script in the repo's main folderfor debug
user@pc:~/slingshot$ makeme.sh -DBUILD_TESTS=0
or release (speedyboi)
user@pc:~/slingshot$ makeme.sh -DCMAKE_BUILD_TYPE=Release -DBUILD_TESTS=0 -DOPTIMIZATION_OPT=O2
-
Demos have to be executed from the build folder. Scenario files are in
slingshot/demos/scenarios
and can be passed to the default engine visualizer as command line arguments.user@pc:~/slingshot$ cd build user@pc:~/slingshot/build$ ./bin/api_viz ../demos/scenarios/ragdoll_sandbox.json ../demos/api/standard_viz_config.json
The default engine visualizer has to be executed from the build folder because of relative path requirements.
-
Follow the build instructions for your operating system
-
From the
build
folder, run theeditor
executableLinux
user@pc:~/slingshot/build$ ./bin/editor
Windows
bin\editor.exe
The editor must be run from the
build
folder because of relative path requirements.
System | Current | Future |
---|---|---|
Integration | RK4 | - |
Broad Collision Detection | O(N^2) | AABB BVH-21 |
Supported shapes | Cuboid, sphere, capsule, cylinder | plane, triangle, tetrahedron, convex mesh, height maps2, marching cubes2 |
Narrow Collision Detection | GJK + SAT | - |
Collision Feature Detection | EPA + SAT | - |
Contact Manifold Generation | One-shot plane clipping with Sutherland-Hodgman | - |
Constraint Solver | PGS (Projected Gauss-Seidel) | Lemke2 or a blend of existing methods |
Equality Constraints | Revolute motors, gears, 1-dof translation, 1-dof rotation | Prismatic motors, contact-based gears |
Inequality Constraints | Collision, translational friction, torsional friction | 1-dof rotation and translation limits, distance limits |
Math library | Custom + GLM for rendering | - |
ECS | T-RECS (custom bit-based ECS) | - |
Test suite | catch2 | - |
GUI | Dear ImGui | - |
Renderer | Custom OpenGL renderer | Vulkan2 |
Scenario editor | Custom scenario editor | - |
Data serialization | JSON | - |
Parallelization | Single-threaded | CUDA1 and Vulkan2 |
I started working on this engine because I wanted a simulation tool that I had complete control over. slingshot
has been a learning experience for a ton of different topics - ECS architecture, rendering, differential geometry, constrained optimization, and more. I kept the feature set small because I wanted to iterate quickly on architecture while I developed algorithms, and supporting too many features off the bat seemed like the quickest way to build a Gordian Knot.
You might be asking:
"Jon, why is there so little user interaction baked into this simulation?"
The reason is that I've been much more focused on developing robust algorithms than a user experience.
"What could possibly be more important that the user experience, Jon, you nincompoop?"
ROBOTS. Robots are far more important than users. And they're not forcing me to say that, either. The primary goal for this physics engine is to build a fast, parallelizable simulation that can be used to evaluate control algorithms for robotic systems. That's how this whole thing started, actually.
"Oh?"
Yep. I started writing the engine because I wanted to make better flight controllers and state estimators for my drone. But I'm also vain (insane?) enough to prefer hand-making software over using off-the-shelf components.
"But... it sounds like there are way more features here than you'd need to simulate a drone?"
CORRECT. I learned about and fell in love with constraint-based dynamics shortly after I made the first commits. I decided that if this physics engine was going to handle quadcopters then it should handle legged and articulated robots, too.
"Yeah ok, that's all fine, I guess. But this doesn't work with any existing robotics software. There's no RoS integration or plug-ins for Unreal or Unity."
...That wasn't a question, but you're right.
"So what are you going to do about that?"
I don't know. Probably ask for help at some point. You've probably noticed that those kinds of integrations aren't on the roadmap, but it's not because I've forgotten about them; I'm just prioritizing core features over API integration. I figure it makes more sense to make the engine do something interesting first and then work on integrating it into other platforms.
"Well that doesn't exactly help me *right now*, but it makes sense. You can still use this engine to make games and stuff, right?"
Absolutely! I submitted a game for Ludum Dare 52 built with this engine. It was more of a tech demo than a "good game" (and my ratings back that up), but helped make the effort feel "real" - other people ran my code on their machines. That experience was a diversion from the roadmap, but it helped me find and fix a ton of features.
However, at its core, this tool is meant for simulation of robots. Implementing sensors and controller plug-ins will take priority over features for game physics.