summaryrefslogtreecommitdiff
path: root/doc/3D.md
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-05 16:40:27 +0100
committerskal <pascal.massimino@gmail.com>2026-02-05 16:40:27 +0100
commitf6f3c13fcd287774a458730722854baab8a17366 (patch)
tree44420eecdd2e2dd84d68be12cb12641064eb1c5a /doc/3D.md
parent93a65b43094641b4c188b4fc260b8ed44c883728 (diff)
feat(physics): Implement SDF-based physics engine and BVH
Completed Task #49. - Implemented CPU-side SDF library (sphere, box, torus, plane). - Implemented Dynamic BVH construction (rebuilt every frame). - Implemented PhysicsSystem with semi-implicit Euler integration and collision resolution. - Added visual debugging for BVH nodes. - Created test_3d_physics interactive test and test_physics unit tests. - Updated project docs and triaged new tasks.
Diffstat (limited to 'doc/3D.md')
-rw-r--r--doc/3D.md2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/3D.md b/doc/3D.md
index 12c7b15..5bda566 100644
--- a/doc/3D.md
+++ b/doc/3D.md
@@ -72,7 +72,7 @@ struct BVHNode {
### Construction (CPU)
-Since the scene is small (< 100 objects) and dynamic, we will **rebuild** the BVH from scratch every frame. This avoids the complexity of refitting and balancing.
+Since the scene is small (< 100 objects) and dynamic, we will **rebuild** the BVH from scratch every frame on the CPU. This avoids the complexity of refitting and balancing. The BVH is purely a spatial acceleration structure and does not contain physics logic (velocity, mass, etc.), allowing it to be used for both rendering (GPU) and physics (CPU).
**Algorithm: Recursive Midpoint Split**
1. **Calculate Centroids**: Compute the center of the AABB for all active objects.