|
| 1 | +--- |
| 2 | +title: "Physics 2D: Rigid Bodies (No Collisions)" |
| 3 | +document_id: "physics-rigid-bodies-2d-no-collisions-2026-02-13" |
| 4 | +status: "draft" |
| 5 | +created: "2026-02-13T00:00:00Z" |
| 6 | +last_updated: "2026-02-13T00:00:00Z" |
| 7 | +version: "0.1.0" |
| 8 | +engine_workspace_version: "2023.1.30" |
| 9 | +wgpu_version: "28.0.0" |
| 10 | +shader_backend_default: "naga" |
| 11 | +winit_version: "0.29.10" |
| 12 | +repo_commit: "6a3b507eedddc39f568ed73cfadf34011d57b9a3" |
| 13 | +owners: ["lambda-sh"] |
| 14 | +reviewers: ["engine", "rendering"] |
| 15 | +tags: ["tutorial", "physics", "2d", "rigid-bodies", "fixed-timestep", "uniform-buffers"] |
| 16 | +--- |
| 17 | + |
| 18 | +## Overview <a name="overview"></a> |
| 19 | + |
| 20 | +This tutorial builds a render demo that showcases 2D rigid bodies in |
| 21 | +`PhysicsWorld2D`. The simulation does not define collision shapes, so bodies do |
| 22 | +not collide. Instead, simple boundary rules clamp and bounce bodies within the |
| 23 | +viewport to keep the demo visible. |
| 24 | + |
| 25 | +Reference implementation: `demos/physics/src/bin/physics_rigid_bodies_2d.rs`. |
| 26 | + |
| 27 | +## Table of Contents |
| 28 | + |
| 29 | +- [Overview](#overview) |
| 30 | +- [Goals](#goals) |
| 31 | +- [Prerequisites](#prerequisites) |
| 32 | +- [Requirements and Constraints](#requirements-and-constraints) |
| 33 | +- [Data Flow](#data-flow) |
| 34 | +- [Implementation Steps](#implementation-steps) |
| 35 | + - [Step 1 — Add a Demo Binary Entry](#step-1) |
| 36 | + - [Step 2 — Define Shader and Uniform Contract](#step-2) |
| 37 | + - [Step 3 — Define Component State](#step-3) |
| 38 | + - [Step 4 — Create the Physics World and Bodies](#step-4) |
| 39 | + - [Step 5 — Build GPU Resources and Per-Body Uniform Buffers](#step-5) |
| 40 | + - [Step 6 — Implement Fixed-Timestep Stepping and Controls](#step-6) |
| 41 | + - [Step 7 — Write Uniforms and Render Bodies](#step-7) |
| 42 | +- [Validation](#validation) |
| 43 | +- [Notes](#notes) |
| 44 | +- [Conclusion](#conclusion) |
| 45 | +- [Exercises](#exercises) |
| 46 | +- [Changelog](#changelog) |
| 47 | + |
| 48 | +## Goals <a name="goals"></a> |
| 49 | + |
| 50 | +- Create three rigid body types: |
| 51 | + - Dynamic bodies (gravity, forces, impulses). |
| 52 | + - Kinematic body (user-provided velocity and rotation). |
| 53 | + - Static body (fixed reference). |
| 54 | +- Step physics with a fixed timestep accumulator. |
| 55 | +- Apply forces and impulses to dynamic bodies. |
| 56 | +- Query position and rotation each frame and render via uniform buffers. |
| 57 | + |
| 58 | +## Prerequisites <a name="prerequisites"></a> |
| 59 | + |
| 60 | +- The workspace builds: `cargo build --workspace`. |
| 61 | +- The physics demo crate builds: `cargo build -p lambda-demos-physics`. |
| 62 | + |
| 63 | +## Requirements and Constraints <a name="requirements-and-constraints"></a> |
| 64 | + |
| 65 | +- The demo MUST enable `lambda-rs` feature `physics-2d`. |
| 66 | +- The update loop MUST step the simulation using a fixed timestep accumulator. |
| 67 | + Rationale: reduces variance across machines. |
| 68 | +- The demo MUST NOT rely on collision shapes, collision detection, or collision |
| 69 | + response. Boundary behavior MUST be implemented in user code. |
| 70 | +- Uniform structs in Rust MUST match shader uniform blocks in size and |
| 71 | + alignment. |
| 72 | + |
| 73 | +## Data Flow <a name="data-flow"></a> |
| 74 | + |
| 75 | +- Fixed ticks apply: |
| 76 | + - A constant wind force (dynamic bodies). |
| 77 | + - A pending impulse on input (dynamic bodies). |
| 78 | + - A kinematic rotation update and kinematic velocity (kinematic body). |
| 79 | + - One `PhysicsWorld2D::step()`. |
| 80 | + - Manual boundary bounce and clamp logic (dynamic and kinematic bodies). |
| 81 | +- Each render frame queries rigid body transforms and writes them to per-body |
| 82 | + uniform buffers used by the vertex shader. |
| 83 | + |
| 84 | +ASCII diagram |
| 85 | + |
| 86 | +``` |
| 87 | +Variable frame time |
| 88 | + │ |
| 89 | + ▼ |
| 90 | +Accumulator (seconds) |
| 91 | + │ while >= fixed_dt |
| 92 | + ▼ |
| 93 | +Fixed tick: |
| 94 | + ├─ apply_force / apply_impulse (dynamic) |
| 95 | + ├─ set_rotation (kinematic) |
| 96 | + ├─ PhysicsWorld2D::step() |
| 97 | + └─ boundary clamp + bounce (user code) |
| 98 | + │ |
| 99 | + ▼ |
| 100 | +Per-frame: |
| 101 | + ├─ query body position/rotation |
| 102 | + ├─ write per-body uniforms |
| 103 | + └─ draw the same quad mesh per body |
| 104 | +``` |
| 105 | + |
| 106 | +## Implementation Steps <a name="implementation-steps"></a> |
| 107 | + |
| 108 | +### Step 1 — Add a Demo Binary Entry <a name="step-1"></a> |
| 109 | + |
| 110 | +Add a new binary to the physics demos crate. |
| 111 | + |
| 112 | +Update `demos/physics/Cargo.toml`: |
| 113 | + |
| 114 | +```toml |
| 115 | +[[bin]] |
| 116 | +name = "physics_rigid_bodies_2d" |
| 117 | +path = "src/bin/physics_rigid_bodies_2d.rs" |
| 118 | +required-features = ["physics-2d"] |
| 119 | +``` |
| 120 | + |
| 121 | +After this step, `cargo build -p lambda-demos-physics` SHOULD still succeed. |
| 122 | + |
| 123 | +### Step 2 — Define Shader and Uniform Contract <a name="step-2"></a> |
| 124 | + |
| 125 | +Define a vertex shader that: |
| 126 | + |
| 127 | +- Rotates a quad in 2D using a uniform rotation in radians. |
| 128 | +- Translates the quad by a uniform `(x, y)` offset. |
| 129 | +- Applies a per-body tint color for readability. |
| 130 | + |
| 131 | +Define a matching Rust uniform: |
| 132 | + |
| 133 | +```rust |
| 134 | +#[repr(C)] |
| 135 | +#[derive(Debug, Clone, Copy)] |
| 136 | +pub struct QuadGlobalsUniform { |
| 137 | + pub offset_rotation: [f32; 4], |
| 138 | + pub tint: [f32; 4], |
| 139 | +} |
| 140 | +``` |
| 141 | + |
| 142 | +After this step, the shader and uniform contract represent a complete per-body |
| 143 | +transform and color payload. |
| 144 | + |
| 145 | +### Step 3 — Define Component State <a name="step-3"></a> |
| 146 | + |
| 147 | +Define a component that stores: |
| 148 | + |
| 149 | +- A `PhysicsWorld2D`. |
| 150 | +- A fixed timestep accumulator. |
| 151 | +- `RigidBody2D` handles for each body in the demo. |
| 152 | +- Basic input state (for an impulse trigger). |
| 153 | +- GPU resources: shaders, mesh, pipeline, render pass. |
| 154 | +- One uniform buffer and bind group per rigid body. |
| 155 | + |
| 156 | +After this step, the demo has a concrete place to store both simulation state |
| 157 | +and render state. |
| 158 | + |
| 159 | +### Step 4 — Create the Physics World and Bodies <a name="step-4"></a> |
| 160 | + |
| 161 | +Construct the physics world using `PhysicsWorld2DBuilder`, then create four |
| 162 | +bodies: |
| 163 | + |
| 164 | +- Two dynamic bodies with different masses. |
| 165 | +- One kinematic body with an initial velocity. |
| 166 | +- One static body as a fixed reference. |
| 167 | + |
| 168 | +Example: |
| 169 | + |
| 170 | +```rust |
| 171 | +let mut physics_world = PhysicsWorld2DBuilder::new() |
| 172 | + .with_gravity(0.0, -1.6) |
| 173 | + .build() |
| 174 | + .expect("Failed to create PhysicsWorld2D"); |
| 175 | + |
| 176 | +let dynamic_light_body = RigidBody2DBuilder::new(RigidBodyType::Dynamic) |
| 177 | + .with_position(-0.35, 0.75) |
| 178 | + .with_dynamic_mass_kg(0.5) |
| 179 | + .build(&mut physics_world) |
| 180 | + .expect("Failed to create dynamic body (light)"); |
| 181 | +``` |
| 182 | + |
| 183 | +After this step, the demo has simulation objects whose state can be queried and |
| 184 | +stepped. |
| 185 | + |
| 186 | +### Step 5 — Build GPU Resources and Per-Body Uniform Buffers <a name="step-5"></a> |
| 187 | + |
| 188 | +In `on_attach`: |
| 189 | + |
| 190 | +- Build a quad mesh. |
| 191 | +- Build a uniform bind group layout. |
| 192 | +- For each rigid body: |
| 193 | + - Query initial position and rotation. |
| 194 | + - Create a CPU-visible uniform buffer with `QuadGlobalsUniform`. |
| 195 | + - Create a bind group for that buffer. |
| 196 | +- Build a render pipeline using the shared layout and shared mesh buffer. |
| 197 | + |
| 198 | +After this step, each body has a uniform buffer and bind group that can be |
| 199 | +updated independently while sharing a single mesh and pipeline. |
| 200 | + |
| 201 | +### Step 6 — Implement Fixed-Timestep Stepping and Controls <a name="step-6"></a> |
| 202 | + |
| 203 | +Implement: |
| 204 | + |
| 205 | +- Keyboard handling that sets an impulse flag when Space is pressed. |
| 206 | +- A fixed timestep loop in `on_update`: |
| 207 | + - Apply a constant wind force to dynamic bodies each tick. |
| 208 | + - Apply an upward impulse when the impulse flag is set. |
| 209 | + - Increment and set a kinematic rotation value each tick. |
| 210 | + - Call `PhysicsWorld2D::step()`. |
| 211 | + - Apply manual boundary bounce and clamp logic: |
| 212 | + - Floor and ceiling bounce for dynamic bodies. |
| 213 | + - Left and right wall bounce for dynamic bodies. |
| 214 | + - Left and right wall clamp (and velocity flip) for the kinematic body. |
| 215 | + |
| 216 | +After this step, the demo shows steady movement regardless of frame rate, and |
| 217 | +input can inject instantaneous velocity changes into the dynamic bodies. |
| 218 | + |
| 219 | +### Step 7 — Write Uniforms and Render Bodies <a name="step-7"></a> |
| 220 | + |
| 221 | +In `on_render`: |
| 222 | + |
| 223 | +- For each body: |
| 224 | + - Query position and rotation from the physics world. |
| 225 | + - Write `QuadGlobalsUniform` to the corresponding uniform buffer. |
| 226 | +- Record draw commands: |
| 227 | + - Begin a render pass, set the pipeline, set viewport/scissor, bind the shared |
| 228 | + vertex buffer. |
| 229 | + - For each body, set its bind group and draw the quad. |
| 230 | + |
| 231 | +After this step, the rendered quads track the simulated bodies each frame. |
| 232 | + |
| 233 | +## Validation <a name="validation"></a> |
| 234 | + |
| 235 | +Build and run: |
| 236 | + |
| 237 | +```bash |
| 238 | +cargo run -p lambda-demos-physics --bin physics_rigid_bodies_2d |
| 239 | +``` |
| 240 | + |
| 241 | +Expected behavior: |
| 242 | + |
| 243 | +- Two dynamic bodies fall under gravity and drift from a constant wind force. |
| 244 | +- Dynamic bodies bounce off the floor, ceiling, and side walls. |
| 245 | +- The kinematic body moves horizontally, rotates continuously, and clamps at |
| 246 | + the walls. |
| 247 | +- The static body remains fixed. |
| 248 | +- Pressing Space applies an upward impulse to both dynamic bodies. |
| 249 | + |
| 250 | +## Notes <a name="notes"></a> |
| 251 | + |
| 252 | +- This demo intentionally does not use collision shapes. Any “bouncing” behavior |
| 253 | + is implemented by clamping positions and mutating velocities in user code. |
| 254 | +- `apply_force` and `apply_impulse` are intended for dynamic bodies. Calls on |
| 255 | + static or kinematic bodies SHOULD return an error. |
| 256 | +- Fixed timestep stepping is implemented with an accumulator. The demo MUST NOT |
| 257 | + advance simulation directly from variable frame deltas. |
| 258 | +- The rotation shown in the demo is explicitly set each tick. Angular dynamics |
| 259 | + are not required for this tutorial. |
| 260 | + |
| 261 | +## Conclusion <a name="conclusion"></a> |
| 262 | + |
| 263 | +This tutorial demonstrates how to create and step 2D rigid bodies using |
| 264 | +`PhysicsWorld2D` and render them by writing per-body uniform buffers. The demo |
| 265 | +uses dynamic, kinematic, and static bodies and applies forces and impulses to |
| 266 | +validate basic rigid body integration without relying on collision shapes. |
| 267 | + |
| 268 | +## Exercises <a name="exercises"></a> |
| 269 | + |
| 270 | +- Add a configurable drag force that reduces dynamic body velocity over time. |
| 271 | +- Replace constant wind with a time-varying sinusoidal force. |
| 272 | +- Add a toggle key that enables or disables gravity at runtime. |
| 273 | +- Render a simple velocity indicator (for example, a line in the direction of |
| 274 | + velocity) using additional geometry. |
| 275 | +- Spawn N dynamic bodies at startup and randomize initial positions and masses. |
| 276 | +- Apply a force proportional to body mass and observe acceleration differences. |
| 277 | +- Add a soft “camera” offset uniform and pan the view with arrow keys. |
| 278 | + |
| 279 | +## Changelog <a name="changelog"></a> |
| 280 | + |
| 281 | +- 0.1.0 (2026-02-13): Initial tutorial for `physics_rigid_bodies_2d`. |
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