Ten-Minute-Physics-Unity

    Implementations in Unity of the Ten Minute Physics YouTube channel. Instead of using Unity's built-in physics engine, you will learn how to make your own XPBD based physics engine. This is useful if you want to simulate ropes, cloth, tires, etc. You will also learn how to make fluid simulations and soft body physics.

    Language: csharp

    Author: GitHub Repos (@github-repos)

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    Viewing path: README.md

    Files

    • bonus-calculate-pi.png (image)
    • 06 Triple Pendulum (txt)
    • Materials (txt)
    • Materials (txt)
    • 20 Height Field Water Simulation (txt)
    • 19 Diff and Calculus (txt)
    • Car (txt)
    • Fractals (txt)
    • 10 Soft Body Simulation (txt)
    • Tables (txt)
    • YouTube (txt)
    • Dragon (txt)
    • Table (txt)
    • 05 Simulate Constraints (txt)
    • Bonus (txt)
    • Calculate Pi (txt)
    • 3-body-problem (txt)
    • _media (txt)
    • Packages (txt)
    • ProjectSettings (txt)
    • Assets (txt)
    • _10 Minute Physics (txt)
    • 04 Pinball (txt)
    • Flipper.cs (cs)
    • _Standardized code (txt)
    • Data structures (txt)
    • PinballBall.cs (cs)
    • MinMax.cs (cs)
    • PinballController.cs (cs)
    • PinballCollisions.cs (cs)
    • JetBumper.cs (cs)
    • DisplayShapes.cs (cs)
    • Grid (txt)
    • GridConstants.cs (cs)
    • GridConversion.cs (cs)
    • CustomHit.cs (cs)
    • Vector3Double.cs (cs)
    • GridInterpolation.cs (cs)
    • Balls (txt)
    • Grabber (txt)
    • Ball.cs (cs)
    • BallCollisionHandling.cs (cs)
    • Disc.cs (cs)
    • VectorArrays.cs (cs)
    • _XPBD (txt)
    • UsefulMethods.cs (cs)
    • Grabber.cs (cs)
    • IGrabbable.cs (cs)
    • ExtensionMethods.cs (cs)
    • Intersections.cs (cs)
    • XPBDPhysicsSimulator.cs (cs)
    • Interaction.cs (cs)
    • Constraints (txt)
    • LinearVelocityCorrection.cs (cs)
    • GeneralizedInverseMass.cs (cs)
    • PositionalCorrection.cs (cs)
    • DistanceConstraint.cs (cs)
    • RigidBody (txt)
    • MyRigidBody.cs (cs)
    • InitMyRigidBody.cs (cs)
    • AngularCorrection.cs (cs)
    • AngularVelocityCorrection.cs (cs)
    • Joint (txt)
    • MyJoint.cs (cs)
    • MyExtensions.cs (cs)
    • MyRigidBodyVisuals.cs (cs)
    • Debug (txt)
    • MyJointSettings.cs (cs)
    • MyJointSimulation.cs (cs)
    • MyJointTemp.cs (cs)
    • VisualFrame.cs (cs)
    • VisualDistance.cs (cs)
    • NPendulumSimulatorDouble.cs (cs)
    • NPendulumController.cs (cs)
    • _YouTube visualization (txt)
    • Butterfly (txt)
    • Triple pendulum (txt)
    • ButterflyController.cs (cs)
    • NPendulumControllerYT.cs (cs)
    • NodeDouble.cs (cs)
    • Node.cs (cs)
    • Prefabs (txt)
    • Arm.cs (cs)
    • FLIPFluidSimController.cs (cs)
    • 18 FLIP Water Simulator (txt)
    • Debug Particles (txt)
    • Display Fluid (txt)
    • FLIPFluidScene.cs (cs)
    • FLIPFluidUI.cs (cs)
    • FLIPSimDebug.cs (cs)
    • FLIPFluidSim.cs (cs)
    • NPendulumSimulator.cs (cs)
    • FLIPFluidDisplay.cs (cs)
    • HeightFieldWaterSimController.cs (cs)
    • PushParticlesApart.cs (cs)
    • HFBall.cs (cs)
    • Watersurface.cs (cs)
    • MyPhysicsScene.cs (cs)
    • CarController.cs (cs)
    • Tetrahedron.cs (cs)
    • SoftBodySimulationVectors.cs (cs)
    • FractalsController.cs (cs)
    • Tetra meshes (txt)
    • SoftBodyController.cs (cs)
    • 03 Billiard (txt)
    • TetrahedronData.cs (cs)
    • BilliardController.cs (cs)
    • SoftBodySimulationTutorial.cs (cs)
    • StanfordBunny.cs (cs)
    • Circle.cs (cs)
    • ActualBilliardTable.cs (cs)
    • Rectangle.cs (cs)
    • Shape.cs (cs)
    • BilliardTable.cs (cs)
    • Dragon01-no-eye-white.png (image)
    • BilliardBall.cs (cs)
    • BilliardControllerYT.cs (cs)
    • IsFixed.cs (cs)
    • BilliardMaterials.cs (cs)
    • SetupBalls.cs (cs)
    • 23 Sweep And Prune Collision Detection (txt)
    • Windows default arrow.png (image)
    • Bead.cs (cs)
    • SweepAndPruneController.cs (cs)
    • FindOverlapsController.cs (cs)
    • SceneImporter.cs (cs)
    • 25 Joint Sim (txt)
    • Scenes (txt)
    • 11 Find Overlaps (txt)
    • JointsJson.cs (cs)
    • JointSimulationController.cs (cs)
    • PlayArea.cs (cs)
    • 14 Cloth Simulation (txt)
    • SpatialHashing.cs (cs)
    • DebugDataStructure.cs (cs)
    • Cloth data (txt)
    • 01-02 Cannon (txt)
    • ClothSimulationTutorial.cs (cs)
    • ClothData.cs (cs)
    • ClothEdge.cs (cs)
    • ClothDataProcedural.cs (cs)
    • 08 User Interaction (txt)
    • 17 Eulerian Fluid Simulator (txt)
    • InteractiveBall.cs (cs)
    • UserInteractionController.cs (cs)
    • CannonController.cs (cs)
    • 22 Basic Rigid Body Sim (txt)
    • URP Settings (txt)
    • FluidUI.cs (cs)
    • BasicRBSimController.cs (cs)
    • ThreeBodyProblemController.cs (cs)
    • Planet.cs (cs)
    • FluidScene.cs (cs)
    • BasicRBSimScenes.cs (cs)
    • BasicRBGUI.cs (cs)
    • DisplayFluid.cs (cs)
    • CalculatePiController.cs (cs)
    • FluidSim.cs (cs)
    • FluidSimController.cs (cs)
    • 10-soft-body.gif (image)
    • 20-heightfield.gif (image)
    • 03-billiard.png (image)
    • 10-fluid.gif (image)
    • 08-user-interaction.png (image)
    • 04-pinball.png (image)
    • 18-flip-fluid.jpg (image)
    • README.md (md)
    • 06-triple-pendulum.png (image)
    • 19-car.png (image)
    • 10-minute-physics.jpg (image)
    • 19-fractals.png (image)
    • 01-bouncy-ball.png (image)
    • 25-joint-sim.png (image)
    • 05-beads-on-wire.png (image)
    • LICENSE (txt)
    • 23-sweep-and-prune.png (image)
    • 14-cloth-simulation.gif (image)
    • manifest.json (json)
    • packages-lock.json (json)
    • ProjectVersion.txt (txt)
    • BurstAotSettings_StandaloneWindows.json (json)
    • SceneTemplateSettings.json (json)
    • CommonBurstAotSettings.json (json)
    • ATTRIBUTION.md (markdown)
    • 22-basic-rb-simulator.png (image)
    • ClothController.cs (cs)
    • DisplayParticlesAsShader.cs (cs)
    • ConstraintsController.cs (cs)
    • TestVisibility.cs (cs)
    • 11-spatial-hashing.png (image)
    github-repos/Ten-Minute-Physics-Unity

    Ten-Minute-Physics-Unity

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    • Updated Jun 26, 2026
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    Implementations in Unity of the Ten Minute Physics YouTube channel. Instead of using Unity's built-in physics engine, you will learn how to make your own XPBD based physics engine. This is useful if you want to simulate ropes, cloth, tires, etc. You will also learn how to make fluid simulations and soft body physics.

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    Created Jan 23, 2026