title
Coding Challenge 177: Soft Body Physics

description
Embark on a squishy adventure as I attempt to create a soft body physics simulation for a character with toxiclibs.js and p5.js! Code: https://thecodingtrain.com/challenges/177-soft-body-character 🚀 Watch this video ad-free on Nebula https://nebula.tv/videos/codingtrain-coding-challenge-177-soft-body-character p5.js Web Editor Sketches: 🕹ī¸ Soft Body Character: https://editor.p5js.org/codingtrain/sketches/2PInK4yQ2 🕹ī¸ Soft Body Character Enhanced: https://editor.p5js.org/codingtrain/sketches/6hhdl9omt 🕹ī¸ Soft Body Dancing Skeleton: https://editor.p5js.org/codingtrain/sketches/dg1wrHrpg 🕹ī¸ Soft Body Letters: https://editor.p5js.org/codingtrain/sketches/8MyUnoi13 🕹ī¸ Blank Canvas: https://editor.p5js.org/codingtrain/sketches/ccwlnhtji đŸŽĨ Previous video: https://youtu.be/h5ZNcAPXxew?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH đŸŽĨ All videos: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH References: 🔗 Nature of Code: https://nature-of-code-2nd-edition.netlify.app/ 🔗 ToxicLibs.js: http://haptic-data.com/toxiclibsjs/ 🔗 ToxicLibs Java Reference: https://shiffman.github.io/toxiclibs-javadocs/ 🔗 Advanced Character Physics: http://www.cs.cmu.edu/afs/cs/academic/class/15462-s13/www/lec_slides/Jakobsen.pdf 🔗 Thi.ng: https://thi.ng/ Videos: 🚂 Toxiclibs Verlet Physics playlist: https://www.youtube.com/watch?v=E67e0RX-7Ew&list=PLRqwX-V7Uu6aiaU4s30tXvUmwGMlb9UUS 🚂 Matter.js playlist: https://www.youtube.com/watch?v=urR596FsU68&list=PLRqwX-V7Uu6bLh3T_4wtrmVHOrOEM1ig_ đŸŽĨ Physics of JellyCar: https://youtu.be/3OmkehAJoyo đŸŽĨ The Making of Nokia and Friends: https://www.youtube.com/watch?v=g20QOQP6kSU Related Coding Challenges: 🚂 20 3D Cloth with Toxiclibs: https://youtu.be/jrk_lOg_pVA 🚂 63 Texturing Cloth Simulation: https://youtu.be/JunJzIe0hEo Timestamps: 0:00 Introduction 2:51 Physics libraries 5:30 Elements in ToxicLibs 5:47 Start coding 7:04 Object destructuring 8:10 Add gravity 9:00 Adding elements to the world 10:35 Updating the physics world 11:40 Adding a spring 15:23 Refactor code 18:07 Inheritance 18:57 Super class 23:31 Spring length 25:44 Create a closed-filled shape to draw the character 26:49 Suggestions for variations 27:07 Other types of springs 27:36 Update about the Nature of Code book! 28:56 Outro Editing by Mathieu Blanchette Animations by Jason Heglund Music from Epidemic Sound 🚂 Website: https://thecodingtrain.com/ 👾 Share Your Creation! https://thecodingtrain.com/guides/passenger-showcase-guide 🚩 Suggest Topics: https://github.com/CodingTrain/Suggestion-Box 💡 GitHub: https://github.com/CodingTrain đŸ’Ŧ Discord: https://thecodingtrain.com/discord 💖 Membership: http://youtube.com/thecodingtrain/join 🛒 Store: https://standard.tv/codingtrain 🖋ī¸ Twitter: https://twitter.com/thecodingtrain 📸 Instagram: https://www.instagram.com/the.coding.train/ đŸŽĨ Coding Challenges: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH đŸŽĨ Intro to Programming: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA 🔗 p5.js: https://p5js.org 🔗 p5.js Web Editor: https://editor.p5js.org/ 🔗 Processing: https://processing.org 📄 Code of Conduct: https://github.com/CodingTrain/Code-of-Conduct This description was auto-generated. If you see a problem, please open an issue: https://github.com/CodingTrain/thecodingtrain.com/issues/new #softbody #toxiclibs #verletphysics #p5js #javascript

detail
{'title': 'Coding Challenge 177: Soft Body Physics', 'heatmap': [{'end': 1611.446, 'start': 1581.262, 'weight': 1}], 'summary': 'Covers the progress in rewriting the nature of code book, incorporating matter.js and toxiclibs.js for rigid body physics, referencing specific projects, and introducing key references for soft body physics. it also discusses connecting particles with springs, behaviors like gravity and attraction, toxiclibs.js library usage, verletphysics2d class, physics world simulation, reorganizing code, creating custom particle class, inheritance, and particle physics integration for soft body character creation.', 'chapters': [{'end': 254.811, 'segs': [{'end': 54.763, 'src': 'embed', 'start': 16.619, 'weight': 0, 'content': [{'end': 25.767, 'text': 'i was busy rewriting chapter six, a chapter about rigid body and soft body physics, with different kinds of libraries matter.js and toxiclibs.js.', 'start': 16.619, 'duration': 9.148}, {'end': 27.249, 'text': 'And I saw this tweet.', 'start': 26.068, 'duration': 1.181}, {'end': 30.474, 'text': 'It was a month ago from Yuhani Haukomaki.', 'start': 27.269, 'duration': 3.205}, {'end': 35.52, 'text': 'This incredible, beautiful world of blobs all colliding with each other.', 'start': 30.794, 'duration': 4.726}, {'end': 45.552, 'text': 'And I just thought to myself, of a project that really got me inspired to write the original Nature of Code back in 2008 called Nokia Friends.', 'start': 35.6, 'duration': 9.952}, {'end': 50.678, 'text': 'This was a project by Carsten Schmidt with a bunch of cute, cuddly little squishy characters that bounced around.', 'start': 45.592, 'duration': 5.086}, {'end': 54.763, 'text': 'Now that project was built with a library called Toxic Lives.', 'start': 50.838, 'duration': 3.925}], 'summary': 'Rewriting chapter six on rigid body and soft body physics, inspired by tweet about blobs colliding.', 'duration': 38.144, 'max_score': 16.619, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis16619.jpg'}, {'end': 139.611, 'src': 'embed', 'start': 96.492, 'weight': 2, 'content': [{'end': 102.934, 'text': 'And there is a wonderful port of it from Kyle Phillips, Haptic Data Online, into JavaScript.', 'start': 96.492, 'duration': 6.442}, {'end': 106.134, 'text': 'So toxiclibs.javascript is still on the internet today.', 'start': 103.174, 'duration': 2.96}, {'end': 106.894, 'text': 'It works.', 'start': 106.474, 'duration': 0.42}, {'end': 107.795, 'text': "It's supported.", 'start': 107.215, 'duration': 0.58}, {'end': 109.335, 'text': 'I am excited to use it.', 'start': 108.235, 'duration': 1.1}, {'end': 117.297, 'text': 'So I want to make my own squishy, cute, soft body character as a coding challenge in this video using toxiclibs.js.', 'start': 109.515, 'duration': 7.782}, {'end': 118.778, 'text': 'Before I dig into the code,', 'start': 117.757, 'duration': 1.021}, {'end': 125.142, 'text': 'let me tell you about some really important references that you might want to dig into if you want to know all there is to know about soft body physics.', 'start': 118.778, 'duration': 6.364}, {'end': 129.365, 'text': 'So the seminal paper in my mind is called Advanced Character Physics.', 'start': 125.202, 'duration': 4.163}, {'end': 135.108, 'text': 'It was published in 2001 by Thomas Jakobson as part of the Game Developers Conference.', 'start': 129.725, 'duration': 5.383}, {'end': 139.611, 'text': 'And Jakobson was working for IO Interactive, a game design company,', 'start': 135.529, 'duration': 4.082}], 'summary': 'Kyle phillips ported toxiclibs to javascript, enabling soft body character creation. references include advanced character physics by thomas jakobson.', 'duration': 43.119, 'max_score': 96.492, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis96492.jpg'}, {'end': 200.68, 'src': 'embed', 'start': 155.501, 'weight': 4, 'content': [{'end': 163.386, 'text': "and there's a recent wonderful YouTube explainer that goes through everything about how the soft body physics in that game was implemented and how it all works.", 'start': 155.501, 'duration': 7.885}, {'end': 169.229, 'text': 'Now, in this video, I am going to be using toxic libs as the physics library,', 'start': 163.846, 'duration': 5.383}, {'end': 175.133, 'text': 'but there are plenty of other physics libraries that you could consider doing something similar with.', 'start': 169.229, 'duration': 5.904}, {'end': 186.68, 'text': "Two that I would mention that I've made videos about before, quite old videos, Box2D and maybe a little bit more recently, Matter.js.", 'start': 177.748, 'duration': 8.932}, {'end': 191.607, 'text': "So I will include links to all of that material in this video's description as well.", 'start': 186.92, 'duration': 4.687}, {'end': 200.68, 'text': 'libraries tend to come with some number of elements that define the world and the things in that world.', 'start': 192.848, 'duration': 7.832}], 'summary': 'A youtube explainer discusses soft body physics in a game, using toxic libs as the physics library, and mentions box2d and matter.js as alternative options.', 'duration': 45.179, 'max_score': 155.501, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis155501.jpg'}], 'start': 0.109, 'title': 'Nature of code book progress and soft body physics references', 'summary': "Discusses the progress in rewriting the nature of code book, incorporating matter.js and toxiclibs.js for rigid body physics, referencing yuhani haukomaki's tweet and carsten schmidt's nokia friends project. it also introduces key references for soft body physics, including the 'advanced character physics' paper by thomas jakobson and the implementation of verlet physics in the toxic libs library.", 'chapters': [{'end': 118.778, 'start': 0.109, 'title': 'Nature of code book progress', 'summary': 'Discusses the progress made in writing the new version of the nature of code book, including rewriting chapter six about rigid body and soft body physics with matter.js and toxiclibs.js, inspired by the tweet from yuhani haukomaki and the project nokia friends by carsten schmidt, highlighting the significance of toxiclibs and its impact on computational design and generative art.', 'duration': 118.669, 'highlights': ['The chapter discusses rewriting chapter six about rigid body and soft body physics with matter.js and toxiclibs.js. The author is rewriting chapter six about rigid body and soft body physics using matter.js and toxiclibs.js.', 'The project Nokia Friends by Carsten Schmidt inspired the author, and the significance of toxiclibs in computational design and generative art was emphasized. The project Nokia Friends by Carsten Schmidt and the significance of toxiclibs in computational design and generative art were highlighted.', 'The author expresses excitement about using toxiclibs.javascript and plans to create a coding challenge using toxiclibs.js to make a squishy, cute, soft body character. The author is excited about using toxiclibs.javascript and plans to create a coding challenge to make a squishy, cute, soft body character using toxiclibs.js.']}, {'end': 254.811, 'start': 118.778, 'title': 'Soft body physics references', 'summary': "Introduces key references for soft body physics, including the seminal paper 'advanced character physics' by thomas jakobson, the implementation of verlet physics in the toxic libs library, and other physics libraries like box2d and matter.js, providing a comprehensive overview of critical elements and concepts for physics simulation.", 'duration': 136.033, 'highlights': ["The seminal paper 'Advanced Character Physics' by Thomas Jakobson is a crucial reference for soft body physics, published in 2001 as part of the Game Developers Conference, and it details the algorithms and methodology used in the game Hitman Codename 47. Published in 2001, the paper 'Advanced Character Physics' by Thomas Jakobson is a crucial reference for soft body physics, detailing the algorithms and methodology used in Hitman Codename 47.", "The implementation of verlet physics in the toxic libs library matches the content of the seminal paper 'Advanced Character Physics' by Thomas Jakobson and is essential for understanding soft body physics. The implementation of verlet physics in the toxic libs library matches the content of the seminal paper 'Advanced Character Physics' by Thomas Jakobson and is essential for understanding soft body physics.", 'Other physics libraries like Box2D and Matter.js are mentioned as alternatives for soft body physics, providing a comprehensive overview of critical elements and concepts for physics simulation. The mention of other physics libraries like Box2D and Matter.js provides alternatives for soft body physics and expands the understanding of critical elements and concepts for physics simulation.']}], 'duration': 254.702, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis109.jpg', 'highlights': ['The author is rewriting chapter six about rigid body and soft body physics using matter.js and toxiclibs.js.', 'The project Nokia Friends by Carsten Schmidt and the significance of toxiclibs in computational design and generative art were highlighted.', 'The author is excited about using toxiclibs.javascript and plans to create a coding challenge to make a squishy, cute, soft body character using toxiclibs.js.', "Published in 2001, the paper 'Advanced Character Physics' by Thomas Jakobson is a crucial reference for soft body physics, detailing the algorithms and methodology used in Hitman Codename 47.", "The implementation of verlet physics in the toxic libs library matches the content of the seminal paper 'Advanced Character Physics' by Thomas Jakobson and is essential for understanding soft body physics.", 'The mention of other physics libraries like Box2D and Matter.js provides alternatives for soft body physics and expands the understanding of critical elements and concepts for physics simulation.']}, {'end': 465.988, 'segs': [{'end': 335.525, 'src': 'embed', 'start': 282.633, 'weight': 0, 'content': [{'end': 285.495, 'text': 'I have a coding challenge video all about that for you to watch.', 'start': 282.633, 'duration': 2.862}, {'end': 291.973, 'text': 'A behavior is the idea of a force that can be added to either the world or to an individual particle.', 'start': 286.488, 'duration': 5.485}, {'end': 294.015, 'text': "So there's such thing as a gravity behavior.", 'start': 292.253, 'duration': 1.762}, {'end': 297.678, 'text': 'If I put that in the world, then all the particles experience gravity.', 'start': 294.235, 'duration': 3.443}, {'end': 303.404, 'text': "There's an attraction behavior that I could add to an individual particle, and then all the other particles are attracted to it.", 'start': 297.979, 'duration': 5.425}, {'end': 305.566, 'text': "Make it negative, it's a repulsion force.", 'start': 303.704, 'duration': 1.862}, {'end': 307.007, 'text': 'Lots of possibilities there.', 'start': 305.826, 'duration': 1.181}, {'end': 308.989, 'text': "We'll get into that as I start coding.", 'start': 307.307, 'duration': 1.682}, {'end': 313.551, 'text': 'I should also mention that there are classes in ToxicLibs for geometry.', 'start': 309.289, 'duration': 4.262}, {'end': 323.555, 'text': "So I'm not going to be using p5 vector, which is what I typically use in most of my examples, because ToxicLibs has its own vec2d object.", 'start': 313.951, 'duration': 9.604}, {'end': 327.997, 'text': "And there are other objects for other kinds of geometry, and I'll get into them as I need to use them.", 'start': 323.695, 'duration': 4.302}, {'end': 335.525, 'text': "All right, let's dive in and see if we can create a sketch that has a physics world, two particles and one spring that connects them,", 'start': 328.357, 'duration': 7.168}], 'summary': 'Coding challenge video covers gravity, attraction, repulsion behaviors and toxiclibs classes for geometry.', 'duration': 52.892, 'max_score': 282.633, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis282633.jpg'}, {'end': 448.102, 'src': 'embed', 'start': 377.638, 'weight': 3, 'content': [{'end': 383.345, 'text': 'The ToxicLibs.js website has a getting started section which will walk you through how to get going with the ToxicLibs library.', 'start': 377.638, 'duration': 5.707}, {'end': 390.99, 'text': 'The original documentation for the Java version is no longer online, but I see it as a personal mission to keep these things alive.', 'start': 383.866, 'duration': 7.124}, {'end': 397.333, 'text': "So I have actually hosted that library, revived it at a GitHub repository that I've set up that I'll link to in the description.", 'start': 391.29, 'duration': 6.043}, {'end': 406.618, 'text': "And what you'll see here is that the VerletPhysics2D class is part of the package Toxy.Physics2D.", 'start': 397.673, 'duration': 8.945}, {'end': 412.222, 'text': 'ToxicLibs, if you remember, is a suite of many, many, many different libraries all bundled together.', 'start': 407.478, 'duration': 4.744}, {'end': 416.946, 'text': "If I want to create a virulent physics world, I've got to reference the full path.", 'start': 412.482, 'duration': 4.464}, {'end': 422.391, 'text': 'But this is fairly inconvenient to have to do all throughout the code.', 'start': 418.207, 'duration': 4.184}, {'end': 430.158, 'text': "So I'm going to use something called object destructuring to pull out the classes that I intend to use from the ToxicLibs packages.", 'start': 422.671, 'duration': 7.487}, {'end': 439.115, 'text': 'I should really make a short little quick video on object destructuring.', 'start': 436.513, 'duration': 2.602}, {'end': 441.217, 'text': 'If you want to see that, let me know in the comments.', 'start': 439.175, 'duration': 2.042}, {'end': 448.102, 'text': "But what I'm doing is toxy.physics2d is an object with properties and I'm pulling those properties,", 'start': 441.317, 'duration': 6.785}], 'summary': 'Toxiclibs.js offers a getting started section for the toxiclibs library, including the revived java version hosted on github, with a focus on using object destructuring for convenience.', 'duration': 70.464, 'max_score': 377.638, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis377638.jpg'}], 'start': 255.292, 'title': 'Physics world and toxiclibs.js', 'summary': 'Introduces connecting particles with springs, behaviors like gravity and attraction, and toxiclibs.js library usage. it also references verletphysics2d class, and offers a coding challenge video for further learning.', 'chapters': [{'end': 377.458, 'start': 255.292, 'title': 'Physics world with toxiclibs', 'summary': 'Introduces the concept of connecting particles with springs in a physics world using toxiclibs, and explores the implementation of various behaviors like gravity and attraction, with a coding challenge video available for further learning.', 'duration': 122.166, 'highlights': ['The concept of connecting particles with springs in a physics world using ToxicLibs is introduced, along with the implementation of various behaviors like gravity and attraction. The chapter discusses the relationship between particles connected by springs and the implementation of behaviors like gravity and attraction, showcasing the dynamics of particle interactions.', 'Introduction of a coding challenge video for implementing spring force. The chapter offers a coding challenge video for implementing spring force, providing an additional resource for learning about the topic.', 'Utilization of ToxicLibs for geometry classes instead of p5 vector. ToxicLibs is utilized for geometry classes, showcasing the use of its vec2d object and other geometry-related objects, diverging from the typical use of p5 vector.']}, {'end': 465.988, 'start': 377.638, 'title': 'Toxiclibs.js getting started', 'summary': 'Discusses the process of getting started with the toxiclibs.js library, including hosting the original java documentation on a github repository, referencing the verletphysics2d class, and using object destructuring to simplify code structure.', 'duration': 88.35, 'highlights': ['The VerletPhysics2D class is part of the package Toxy.Physics2D, which is a part of the ToxicLibs suite of libraries.', 'The speaker has hosted the original Java documentation for ToxicLibs on a GitHub repository to keep it alive and accessible.', 'The process of using object destructuring to simplify referencing classes from ToxicLibs packages is explained, with a suggestion to create a separate video on this topic.']}], 'duration': 210.696, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis255292.jpg', 'highlights': ['Introduction of connecting particles with springs and behaviors like gravity and attraction using ToxicLibs.', 'Utilization of ToxicLibs for geometry classes instead of p5 vector.', 'Introduction of a coding challenge video for implementing spring force.', 'The VerletPhysics2D class is part of the package Toxy.Physics2D in ToxicLibs.', 'Hosting the original Java documentation for ToxicLibs on a GitHub repository.', 'Explanation of using object destructuring to simplify referencing classes from ToxicLibs packages.']}, {'end': 904.389, 'segs': [{'end': 500.67, 'src': 'embed', 'start': 466.348, 'weight': 0, 'content': [{'end': 472.509, 'text': 'Now, in addition to pulling out the VerletPhysics2D class, I also have access to the VerletParticle2D.', 'start': 466.348, 'duration': 6.161}, {'end': 478.831, 'text': 'And I have made a VerletParticle at X320, Y100.', 'start': 475.69, 'duration': 3.141}, {'end': 483.722, 'text': "Let's draw that particle.", 'start': 482.321, 'duration': 1.401}, {'end': 488.804, 'text': "And there it is, but it's not experiencing any physics yet.", 'start': 485.863, 'duration': 2.941}, {'end': 495.187, 'text': "How about we add a gravity behavior to the world? Oh, I didn't import the gravity behavior.", 'start': 489.344, 'duration': 5.843}, {'end': 498.709, 'text': 'There we go.', 'start': 498.209, 'duration': 0.5}, {'end': 500.67, 'text': 'Now I have access to gravity behavior.', 'start': 499.069, 'duration': 1.601}], 'summary': 'Using verletphysics2d to create and add gravity behavior to a particle at x320, y100.', 'duration': 34.322, 'max_score': 466.348, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis466348.jpg'}, {'end': 588.058, 'src': 'embed', 'start': 557.108, 'weight': 4, 'content': [{'end': 558.108, 'text': 'Still no gravity.', 'start': 557.108, 'duration': 1}, {'end': 564.83, 'text': "Now I like to write things out in many separate steps, because it makes it a bit easier to follow, especially if you're new to this.", 'start': 558.628, 'duration': 6.202}, {'end': 570.651, 'text': "but I do want to point out that I don't have to make a separate variable for v and a separate variable for gravity.", 'start': 564.83, 'duration': 5.821}, {'end': 576.933, 'text': 'Just to prove that point, I could create the new vector right here when I make the gravity behavior,', 'start': 570.932, 'duration': 6.001}, {'end': 581.514, 'text': "and I could do the same thing with the gravity behavior in the add behavior function, but I'll leave that to you.", 'start': 576.933, 'duration': 4.581}, {'end': 584.255, 'text': 'Still though, no physics happening.', 'start': 581.794, 'duration': 2.461}, {'end': 588.058, 'text': "Guess what I'm missing? I made the gravity and added it.", 'start': 584.775, 'duration': 3.283}], 'summary': 'The speaker discusses creating a gravity behavior without separate variables for v and a, and identifies the absence of physics happening.', 'duration': 30.95, 'max_score': 557.108, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis557108.jpg'}, {'end': 646.399, 'src': 'embed', 'start': 619.327, 'weight': 1, 'content': [{'end': 624.351, 'text': 'that you change and you draw something one way, then draw loops and you draw something another way, and so on and so forth.', 'start': 619.327, 'duration': 5.024}, {'end': 630.16, 'text': 'The draw loop is continuing to loop, but the physics world is not moving forward in time.', 'start': 624.531, 'duration': 5.629}, {'end': 634.046, 'text': "It's up to us to specifically tie those two concepts together.", 'start': 630.26, 'duration': 3.786}, {'end': 641.135, 'text': 'The physics world takes a step forward in time when you call physics.update.', 'start': 635.831, 'duration': 5.304}, {'end': 646.399, 'text': 'The easiest way to have this all work then is to just have physics update happen every time through draw.', 'start': 641.535, 'duration': 4.864}], 'summary': 'Tie draw loops to physics update for progression in time.', 'duration': 27.072, 'max_score': 619.327, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis619327.jpg'}, {'end': 699.633, 'src': 'embed', 'start': 666.131, 'weight': 5, 'content': [{'end': 672.663, 'text': 'I can create a rectangle that is exactly the dimensions of the canvas, and I can make that the world bounds of the physics world.', 'start': 666.131, 'duration': 6.532}, {'end': 675.489, 'text': 'And sure enough, the particle stops when it gets to the bottom.', 'start': 672.984, 'duration': 2.505}, {'end': 677.152, 'text': "Let's add a second particle.", 'start': 675.769, 'duration': 1.383}, {'end': 689.431, 'text': "Okay, so now I created two verlet particles, added them both to the world, and I'm drawing both of them.", 'start': 684.83, 'duration': 4.601}, {'end': 699.633, 'text': "It's time to return to this diagram and look at how I would add a spring to connect these two particles.", 'start': 690.151, 'duration': 9.482}], 'summary': 'Verlet particles added to world, connected with spring.', 'duration': 33.502, 'max_score': 666.131, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis666131.jpg'}, {'end': 779.634, 'src': 'embed', 'start': 751.121, 'weight': 2, 'content': [{'end': 761.467, 'text': 'And spring is a new virlet spring2D that connects particle A and particle B, maybe a rest length of 100 pixels.', 'start': 751.121, 'duration': 10.346}, {'end': 767.022, 'text': "And let's try a strength of 0.5.", 'start': 763.319, 'duration': 3.703}, {'end': 771.086, 'text': 'What did I forget? I also have to add the spring to the physics world.', 'start': 767.022, 'duration': 4.064}, {'end': 773.849, 'text': 'And there we go.', 'start': 773.308, 'duration': 0.541}, {'end': 779.634, 'text': "Did you see that lovely little bounce? Boing! It's kind of amazing that it just stays perfectly upright.", 'start': 773.889, 'duration': 5.745}], 'summary': 'A new virlet spring2d with 100 pixels rest length and 0.5 strength was added to connect particle a and b in the physics world, resulting in a lovely bounce.', 'duration': 28.513, 'max_score': 751.121, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis751121.jpg'}, {'end': 867.784, 'src': 'embed', 'start': 843.954, 'weight': 3, 'content': [{'end': 851.549, 'text': 'For example, if I were to say, particle A, lock, Now everything is going to swing from particle A.', 'start': 843.954, 'duration': 7.595}, {'end': 855.233, 'text': 'And in fact, I have a nice little double pendulum simulation already going.', 'start': 851.549, 'duration': 3.684}, {'end': 862.799, 'text': "But once I've locked a particle, I can also manipulate its XY position without it participating in the physics.", 'start': 855.633, 'duration': 7.166}, {'end': 867.784, 'text': 'And then unlock it.', 'start': 866.583, 'duration': 1.201}], 'summary': 'A double pendulum simulation can be manipulated by locking and unlocking particles.', 'duration': 23.83, 'max_score': 843.954, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis843954.jpg'}], 'start': 466.348, 'title': 'Physics world simulation', 'summary': 'Covers adding verletparticle and gravity behavior to the physics world using the verletphysics2d class, emphasizing the need to explicitly add them, and explains verlet integration in creating a physics world simulation with particles, springs, interactive elements, and interaction with mouse events and boundary interactions.', 'chapters': [{'end': 601.532, 'start': 466.348, 'title': 'Adding gravity and particle in physics world', 'summary': 'Demonstrates the process of adding a verletparticle and gravity behavior to the physics world using the verletphysics2d class, emphasizing the need to explicitly add them to activate within the world.', 'duration': 135.184, 'highlights': ['The chapter emphasizes the need to explicitly add particles, behaviors, or springs to the world in physics engines like ToxicLibs for them to activate, showcasing the process of adding a VerletParticle and gravity behavior to the physics world.', 'The narrator encounters issues with undefined errors and clarifies the process of creating and adding a gravity behavior using vectors, showcasing the troubleshooting process.', 'The demonstration emphasizes the option to streamline the process by creating the vector and gravity behavior without separate variables, providing insights for efficiency in code organization.']}, {'end': 904.389, 'start': 601.672, 'title': 'Physics world simulation with verlet integration', 'summary': 'Explains the concept of verlet integration in creating a physics world simulation, including adding particles, springs, and interactive elements, and demonstrates the interaction with mouse events and boundary interactions.', 'duration': 302.717, 'highlights': ['The physics world takes a step forward in time when you call physics.update Emphasizes the key concept of tying the physics world and time progression together.', 'Adding a boundary to the world using the rectangle object from Toxigeometry stops the particle when it reaches the bottom Demonstrates the practical implementation of adding boundaries to the physics world and its effect on particle behavior.', 'Creating and connecting particles with springs, specifying rest length and strength, demonstrates the interaction and behavior between connected particles Shows the process of creating spring connections between particles and adjusting the rest length and strength to observe their impact on the simulation.', 'Manipulating particle positions and locking them into place allows for interactive elements in the simulation, such as creating a double pendulum and a squishy triangle Illustrates the capability to manipulate and interact with particles, including locking them in place and creating dynamic simulations like a double pendulum and a squishy triangle.']}], 'duration': 438.041, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis466348.jpg', 'highlights': ['The chapter emphasizes the need to explicitly add particles, behaviors, or springs to the world in physics engines like ToxicLibs for them to activate, showcasing the process of adding a VerletParticle and gravity behavior to the physics world.', 'The physics world takes a step forward in time when you call physics.update Emphasizes the key concept of tying the physics world and time progression together.', 'Creating and connecting particles with springs, specifying rest length and strength, demonstrates the interaction and behavior between connected particles Shows the process of creating spring connections between particles and adjusting the rest length and strength to observe their impact on the simulation.', 'Manipulating particle positions and locking them into place allows for interactive elements in the simulation, such as creating a double pendulum and a squishy triangle Illustrates the capability to manipulate and interact with particles, including locking them in place and creating dynamic simulations like a double pendulum and a squishy triangle.', 'The demonstration emphasizes the option to streamline the process by creating the vector and gravity behavior without separate variables, providing insights for efficiency in code organization.', 'Adding a boundary to the world using the rectangle object from Toxigeometry stops the particle when it reaches the bottom Demonstrates the practical implementation of adding boundaries to the physics world and its effect on particle behavior.']}, {'end': 1151.777, 'segs': [{'end': 976.712, 'src': 'embed', 'start': 920.037, 'weight': 0, 'content': [{'end': 930.521, 'text': 'So what I want to do is completely completely reorganize this code in a way that will allow me to expand it to create much more sophisticated soft body shapes.', 'start': 920.037, 'duration': 10.484}, {'end': 935.102, 'text': "Let's take a minute to think about what it is that I want to do here.", 'start': 931.041, 'duration': 4.061}, {'end': 949.527, 'text': 'I currently have a shape that has three points all connected with springs, but maybe what I really want is to make some kind of blobby cute character.', 'start': 936.943, 'duration': 12.584}, {'end': 954.173, 'text': 'and it squishes and squashes and moves around the canvas.', 'start': 950.888, 'duration': 3.285}, {'end': 958.639, 'text': "I've got to think about where are all the particles?", 'start': 954.573, 'duration': 4.066}, {'end': 961.023, 'text': 'How many do I have?', 'start': 959.761, 'duration': 1.262}, {'end': 965.307, 'text': "And if they're all connected with springs.", 'start': 962.386, 'duration': 2.921}, {'end': 969.929, 'text': 'this could be a good starting point, but the whole thing is probably just going to collapse onto itself.', 'start': 965.307, 'duration': 4.622}, {'end': 976.712, 'text': 'So what if I built some sort of shape but added some additional springs just kind of across the middle?', 'start': 970.61, 'duration': 6.102}], 'summary': 'Reorganize code to create sophisticated soft body shapes with additional springs for stability.', 'duration': 56.675, 'max_score': 920.037, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis920037.jpg'}, {'end': 1151.777, 'src': 'embed', 'start': 997.222, 'weight': 3, 'content': [{'end': 1003.866, 'text': "So, number one, every time I make a particle, I'm using the ToxicLibsVerlitParticle2D.", 'start': 997.222, 'duration': 6.644}, {'end': 1006.548, 'text': 'But I want to have my own particle.', 'start': 1004.266, 'duration': 2.282}, {'end': 1009.349, 'text': 'I maybe want to keep track of things like its size.', 'start': 1006.648, 'duration': 2.701}, {'end': 1011.851, 'text': 'Maybe I want a function that draws it.', 'start': 1009.689, 'duration': 2.162}, {'end': 1013.932, 'text': 'I want to have my own particle class.', 'start': 1012.131, 'duration': 1.801}, {'end': 1025.084, 'text': 'So I can create a particle.js file, add a reference to it in index.html, and then go about writing my own class.', 'start': 1016.596, 'duration': 8.488}, {'end': 1034.873, 'text': 'So this is boilerplate code of a base particle class.', 'start': 1031.23, 'duration': 3.643}, {'end': 1037.336, 'text': "It's got an x, a y, and r for radius.", 'start': 1035.134, 'duration': 2.202}, {'end': 1041.579, 'text': 'All of those are initialized in the constructor and a show function to draw it as a circle.', 'start': 1037.636, 'duration': 3.943}, {'end': 1046.79, 'text': 'but I also want this particle to have everything that a vertical particle 2D has.', 'start': 1042.041, 'duration': 4.749}, {'end': 1053.382, 'text': 'Now, if you happen to watch some of my other physics library tutorials, I would often do something like this.', 'start': 1047.171, 'duration': 6.211}, {'end': 1061.441, 'text': 'In this case, I have as part of the data of the object, a reference to another kind of object.', 'start': 1055.598, 'duration': 5.843}, {'end': 1063.702, 'text': "So it's essentially a wrapper class.", 'start': 1061.741, 'duration': 1.961}, {'end': 1068.185, 'text': 'My particle class is a wrapping the idea of a virulent particle.', 'start': 1064.042, 'duration': 4.143}, {'end': 1071.346, 'text': 'And in this case, I could probably get rid of the X and the Y.', 'start': 1068.405, 'duration': 2.941}, {'end': 1076.649, 'text': "And then in here, I'd have to say, draw the circle at this.particle.x, this.particle.y.", 'start': 1071.346, 'duration': 5.303}, {'end': 1078.27, 'text': 'But there is another way.', 'start': 1076.709, 'duration': 1.561}, {'end': 1084.353, 'text': 'This makes sense in some scenarios, but here I can use the power of inheritance.', 'start': 1078.71, 'duration': 5.643}, {'end': 1088.136, 'text': 'This is something that I cover in Chapter 4 of The Nature of Code,', 'start': 1084.714, 'duration': 3.422}, {'end': 1094.88, 'text': 'and you can go back and watch the particle system videos where I look at inheritance and something called polymorphism in more detail.', 'start': 1088.136, 'duration': 6.744}, {'end': 1105.006, 'text': 'But for right now all you need to know is that if I use the keyword extends and say that my particle extends verlet particle2D,', 'start': 1095.2, 'duration': 9.806}, {'end': 1116.162, 'text': "Then suddenly it's as if I copy-pasted everything that's part of Verlet Particle2D into my particle class.", 'start': 1108.191, 'duration': 7.971}, {'end': 1117.424, 'text': "only I don't have to copy-paste it.", 'start': 1116.162, 'duration': 1.262}, {'end': 1118.145, 'text': "It's invisible.", 'start': 1117.524, 'duration': 0.621}, {'end': 1119.927, 'text': "It's inherited all of it.", 'start': 1118.465, 'duration': 1.462}, {'end': 1123.632, 'text': 'And in fact, this is all the code I need except for one more change.', 'start': 1120.188, 'duration': 3.444}, {'end': 1129.219, 'text': "It's not up to me to initialize the X and Y properties of that particle.", 'start': 1124.153, 'duration': 5.066}, {'end': 1131.682, 'text': 'I want toxic lips to do that for me.', 'start': 1129.56, 'duration': 2.122}, {'end': 1137.569, 'text': 'So I can reference the parent class for a particle 2D with the keyword super.', 'start': 1132.183, 'duration': 5.386}, {'end': 1144.137, 'text': 'The parent-child relationship is often called the super class to subclass relationship.', 'start': 1137.809, 'duration': 6.328}, {'end': 1151.777, 'text': "So now I have my own particle class, which is exactly a verlet particle 2D, but I've added a radius and a show function.", 'start': 1145.649, 'duration': 6.128}], 'summary': 'Creating a custom particle class with size and function for drawing, inheriting from toxiclibs verletparticle2d, and utilizing the power of inheritance.', 'duration': 154.555, 'max_score': 997.222, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis997222.jpg'}], 'start': 904.409, 'title': 'Reorganizing code, creating custom particle class, and inheritance', 'summary': 'Covers reorganizing code to manage particles and springs, creating a custom particle class with custom attributes and methods, and utilizing inheritance and polymorphism to create a particle class, as outlined in chapter 4 of the nature of code.', 'chapters': [{'end': 996.842, 'start': 904.409, 'title': 'Reorganizing code for soft body shapes', 'summary': 'Discusses reorganizing code to manage particles and springs in arrays, enabling the creation of more sophisticated soft body shapes such as blobby cute characters with additional springs, allowing squishing and movement around the canvas.', 'duration': 92.433, 'highlights': ['Reorganizing code to manage particles and springs in arrays This is aimed at expanding the code to create more sophisticated soft body shapes.', 'Enabling the creation of blobby cute characters with additional springs The code reorganization aims to facilitate the creation of characters that can squish, squash, and move around the canvas.', 'Adding additional springs to hold the shape together The proposal involves adding springs across the middle of the shape to prevent it from collapsing onto itself.']}, {'end': 1078.27, 'start': 997.222, 'title': 'Creating custom particle class', 'summary': 'Discusses the process of creating a custom particle class, including the need for custom attributes and methods, and the concept of a wrapper class to include properties of another class.', 'duration': 81.048, 'highlights': ['Creating a custom particle class involves defining attributes like size and methods like drawing, which can be achieved by creating a separate particle.js file and referencing it in index.html.', 'The base particle class includes properties like x, y, and r for radius, initialized in the constructor, along with a show function to draw it as a circle.', 'The concept of a wrapper class is introduced, where the custom particle class encapsulates the properties and methods of another class, such as a Verlet particle, to enhance its functionality.']}, {'end': 1151.777, 'start': 1078.71, 'title': 'Inheritance in chapter 4', 'summary': "Discusses the use of inheritance and polymorphism in creating a particle class, demonstrating the use of the keyword 'extends' to inherit properties from the parent class, and utilizing 'super' to reference the parent class for initialization, as explained in chapter 4 of the nature of code.", 'duration': 73.067, 'highlights': ['The use of inheritance and polymorphism in creating a particle class is covered in Chapter 4 of The Nature of Code.', "Demonstrates the use of the keyword 'extends' to inherit properties from the parent class, avoiding the need to copy-paste code.", "Illustrates the use of 'super' to reference the parent class for initialization of properties in the child class."]}], 'duration': 247.368, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis904409.jpg', 'highlights': ['Reorganizing code to manage particles and springs in arrays This is aimed at expanding the code to create more sophisticated soft body shapes.', 'Enabling the creation of blobby cute characters with additional springs The code reorganization aims to facilitate the creation of characters that can squish, squash, and move around the canvas.', 'Adding additional springs to hold the shape together The proposal involves adding springs across the middle of the shape to prevent it from collapsing onto itself.', 'Creating a custom particle class involves defining attributes like size and methods like drawing, which can be achieved by creating a separate particle.js file and referencing it in index.html.', 'The base particle class includes properties like x, y, and r for radius, initialized in the constructor, along with a show function to draw it as a circle.', 'The concept of a wrapper class is introduced, where the custom particle class encapsulates the properties and methods of another class, such as a Verlet particle, to enhance its functionality.', 'The use of inheritance and polymorphism in creating a particle class is covered in Chapter 4 of The Nature of Code.', "Demonstrates the use of the keyword 'extends' to inherit properties from the parent class, avoiding the need to copy-paste code.", "Illustrates the use of 'super' to reference the parent class for initialization of properties in the child class."]}, {'end': 1736.921, 'segs': [{'end': 1193.887, 'src': 'embed', 'start': 1152.078, 'weight': 0, 'content': [{'end': 1154.822, 'text': 'And I could go back into Sketch and replace all these.', 'start': 1152.078, 'duration': 2.744}, {'end': 1158.486, 'text': 'Code still works.', 'start': 1157.045, 'duration': 1.441}, {'end': 1159.707, 'text': 'Now look at this.', 'start': 1159.066, 'duration': 0.641}, {'end': 1163.069, 'text': "Every particle I'm making, I'm adding to the physics world.", 'start': 1160.167, 'duration': 2.902}, {'end': 1166.411, 'text': "And that's really going to be the case 99 times out of 100.", 'start': 1163.149, 'duration': 3.262}, {'end': 1169.272, 'text': "If I'm making particles, I want them to experience the physics.", 'start': 1166.411, 'duration': 2.861}, {'end': 1171.093, 'text': "I'm not making them just to leave them out.", 'start': 1169.292, 'duration': 1.801}, {'end': 1179.398, 'text': 'So a nice feature that I could add to my particle class is for it to be responsible for adding the particles to the physics world.', 'start': 1171.454, 'duration': 7.944}, {'end': 1187.563, 'text': 'So when I create a particle, the constructor is called, and right there in the constructor, I can say physics.addParticle.', 'start': 1179.839, 'duration': 7.724}, {'end': 1193.887, 'text': "Now, what is it that I'm adding? I'm not adding a specific particle, I'm adding this particle.", 'start': 1187.583, 'duration': 6.304}], 'summary': 'Particles are added to the physics world when created, ensuring their interaction with physics, a feature applicable 99 times out of 100.', 'duration': 41.809, 'max_score': 1152.078, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1152078.jpg'}, {'end': 1328.125, 'src': 'embed', 'start': 1276.619, 'weight': 2, 'content': [{'end': 1283.865, 'text': "and we've got exactly the same functionality working, but I am now using my own particle and spring classes,", 'start': 1276.619, 'duration': 7.246}, {'end': 1291.612, 'text': 'which is going to open up a lot more possibilities in terms of how I design and visualize them, how they behave, what other properties they have,', 'start': 1283.865, 'duration': 7.747}, {'end': 1292.753, 'text': 'and so on and so forth.', 'start': 1291.612, 'duration': 1.141}, {'end': 1298.418, 'text': "All right, next up, let's change three separate particles and three separate springs into arrays.", 'start': 1293.053, 'duration': 5.365}, {'end': 1328.125, 'text': 'There we go.', 'start': 1327.605, 'duration': 0.52}], 'summary': 'Utilizing own particle and spring classes for enhanced design and visualization, changing three separate particles and springs into arrays.', 'duration': 51.506, 'max_score': 1276.619, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1276619.jpg'}, {'end': 1442.31, 'src': 'embed', 'start': 1411.069, 'weight': 4, 'content': [{'end': 1413.55, 'text': "Let's think about what I need the lengths to be.", 'start': 1411.069, 'duration': 2.481}, {'end': 1417.472, 'text': 'So the particles zero and one.', 'start': 1414.251, 'duration': 3.221}, {'end': 1420.933, 'text': "so I totally drew it in P5 differently than it's here.", 'start': 1417.472, 'duration': 3.461}, {'end': 1427.415, 'text': 'but zero and one and three and four need longer springs so it can maintain that shape.', 'start': 1420.933, 'duration': 6.482}, {'end': 1429.456, 'text': "So let's give those 150.", 'start': 1427.615, 'duration': 1.841}, {'end': 1435.298, 'text': "And let's see what happens if I just let the physics go now.", 'start': 1429.456, 'duration': 5.842}, {'end': 1437.769, 'text': 'Ooh, boy.', 'start': 1437.189, 'duration': 0.58}, {'end': 1442.31, 'text': 'So you can see that there is no structure being kept.', 'start': 1438.489, 'duration': 3.821}], 'summary': 'Adjusting spring lengths to maintain shape, increasing to 150 for particles 0, 1, 3, and 4, physics simulation shows no structure being kept.', 'duration': 31.241, 'max_score': 1411.069, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1411069.jpg'}, {'end': 1611.446, 'src': 'heatmap', 'start': 1581.262, 'weight': 1, 'content': [{'end': 1595.49, 'text': 'Could I use two particles and another spring connection to make antennae or legs or other kinds of appendages that are flopping around? Three days later.', 'start': 1581.262, 'duration': 14.228}, {'end': 1600.541, 'text': 'All right.', 'start': 1600.3, 'duration': 0.241}, {'end': 1602.582, 'text': "Thanks so much for watching today's coding challenge.", 'start': 1600.581, 'duration': 2.001}, {'end': 1604.823, 'text': 'I have taken some time to clean up my code.', 'start': 1602.602, 'duration': 2.221}, {'end': 1608.404, 'text': 'I added some eyes, a little antenna to make the soft body character more fun.', 'start': 1604.843, 'duration': 3.561}, {'end': 1611.446, 'text': 'And I really want to see what can you do?', 'start': 1608.764, 'duration': 2.682}], 'summary': 'Experimenting with using two particles and a spring connection to create flopping appendages for a soft body character.', 'duration': 30.184, 'max_score': 1581.262, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1581262.jpg'}, {'end': 1639.345, 'src': 'embed', 'start': 1611.486, 'weight': 5, 'content': [{'end': 1614.287, 'text': "What can you build upon that I've done so far in this video?", 'start': 1611.486, 'duration': 2.801}, {'end': 1615.708, 'text': 'to make your own character?', 'start': 1614.287, 'duration': 1.421}, {'end': 1618.089, 'text': 'Think about adding more points, more springs.', 'start': 1615.768, 'duration': 2.321}, {'end': 1622.931, 'text': 'Maybe you want to make a dancing skeleton or a squishy soft body letter form.', 'start': 1618.669, 'duration': 4.262}, {'end': 1625.112, 'text': 'So many possibilities.', 'start': 1623.351, 'duration': 1.761}, {'end': 1630.517, 'text': 'You. You also might want to take a look at other kinds of springs that are part of the ToxicLibs library,', 'start': 1625.292, 'duration': 5.225}, {'end': 1633.419, 'text': 'in addition to the plain Verlet Spring2D that I used.', 'start': 1630.517, 'duration': 2.902}, {'end': 1639.345, 'text': "There's a Verlet Constrain Spring2D, which is a spring whose maximum distance can be limited.", 'start': 1633.74, 'duration': 5.605}], 'summary': 'Expand character with more points, springs, and explore toxiclibs library for possibilities.', 'duration': 27.859, 'max_score': 1611.486, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1611486.jpg'}], 'start': 1152.078, 'title': 'Particle physics integration and soft body character creation', 'summary': 'Discusses integrating particles into the physics world, emphasizing its importance in 99 out of 100 cases, and proposes a feature for particle classes. it also covers creating custom particle and spring classes for a soft-body character, utilizing arrays for particles and springs, and adjusting spring lengths for structural maintenance in a physics simulation, along with additional possibilities and resources for further exploration.', 'chapters': [{'end': 1193.887, 'start': 1152.078, 'title': 'Particle physics integration', 'summary': 'Discusses integrating particles into the physics world, highlighting the importance of this process for 99 out of 100 cases, and proposes a feature to make the particle class responsible for adding particles to the physics world during its creation.', 'duration': 41.809, 'highlights': ['The importance of adding particles to the physics world for 99 out of 100 cases is emphasized.', 'The proposal to enhance the particle class by making it responsible for adding particles to the physics world during its creation is presented.']}, {'end': 1736.921, 'start': 1194.487, 'title': 'Creating soft body character', 'summary': 'Covers creating custom particle and spring classes for a soft-body character, utilizing arrays for particles and springs, and adjusting spring lengths for structural maintenance in a physics simulation, along with a mention of additional possibilities and resources for further exploration.', 'duration': 542.434, 'highlights': ['The chapter covers creating custom particle and spring classes for a soft-body character. The transcript demonstrates the process of creating custom particle and spring classes to design and visualize a soft-body character.', 'Utilizing arrays for particles and springs. The speaker discusses the use of arrays to organize and iterate over particles and springs for improved efficiency and organization.', 'Adjusting spring lengths for structural maintenance in a physics simulation. The transcript details the process of adjusting spring lengths to maintain the structure of the soft-body character within the physics simulation.', 'Mention of additional possibilities and resources for further exploration. The speaker mentions the potential for adding features such as eyes, antennae, or legs to the soft-body character, along with exploring additional springs from the ToxicLibs library and references to the Nature of Code book and its upcoming revised edition.']}], 'duration': 584.843, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/IxdGyqhppis/pics/IxdGyqhppis1152078.jpg', 'highlights': ['The importance of adding particles to the physics world for 99 out of 100 cases is emphasized.', 'The proposal to enhance the particle class by making it responsible for adding particles to the physics world during its creation is presented.', 'The chapter covers creating custom particle and spring classes for a soft-body character. The transcript demonstrates the process of creating custom particle and spring classes to design and visualize a soft-body character.', 'Utilizing arrays for particles and springs. The speaker discusses the use of arrays to organize and iterate over particles and springs for improved efficiency and organization.', 'Adjusting spring lengths for structural maintenance in a physics simulation. The transcript details the process of adjusting spring lengths to maintain the structure of the soft-body character within the physics simulation.', 'Mention of additional possibilities and resources for further exploration. The speaker mentions the potential for adding features such as eyes, antennae, or legs to the soft-body character, along with exploring additional springs from the ToxicLibs library and references to the Nature of Code book and its upcoming revised edition.']}], 'highlights': ['The author is rewriting chapter six about rigid body and soft body physics using matter.js and toxiclibs.js.', 'The project Nokia Friends by Carsten Schmidt and the significance of toxiclibs in computational design and generative art were highlighted.', 'The author is excited about using toxiclibs.javascript and plans to create a coding challenge to make a squishy, cute, soft body character using toxiclibs.js.', "Published in 2001, the paper 'Advanced Character Physics' by Thomas Jakobson is a crucial reference for soft body physics, detailing the algorithms and methodology used in Hitman Codename 47.", "The implementation of verlet physics in the toxic libs library matches the content of the seminal paper 'Advanced Character Physics' by Thomas Jakobson and is essential for understanding soft body physics.", 'Introduction of connecting particles with springs and behaviors like gravity and attraction using ToxicLibs.', 'Utilization of ToxicLibs for geometry classes instead of p5 vector.', 'The chapter emphasizes the need to explicitly add particles, behaviors, or springs to the world in physics engines like ToxicLibs for them to activate, showcasing the process of adding a VerletParticle and gravity behavior to the physics world.', 'The physics world takes a step forward in time when you call physics.update Emphasizes the key concept of tying the physics world and time progression together.', 'Reorganizing code to manage particles and springs in arrays This is aimed at expanding the code to create more sophisticated soft body shapes.', 'Enabling the creation of blobby cute characters with additional springs The code reorganization aims to facilitate the creation of characters that can squish, squash, and move around the canvas.', 'Adding additional springs to hold the shape together The proposal involves adding springs across the middle of the shape to prevent it from collapsing onto itself.', 'Creating a custom particle class involves defining attributes like size and methods like drawing, which can be achieved by creating a separate particle.js file and referencing it in index.html.', 'The base particle class includes properties like x, y, and r for radius, initialized in the constructor, along with a show function to draw it as a circle.', 'The concept of a wrapper class is introduced, where the custom particle class encapsulates the properties and methods of another class, such as a Verlet particle, to enhance its functionality.', 'The importance of adding particles to the physics world for 99 out of 100 cases is emphasized.', 'The proposal to enhance the particle class by making it responsible for adding particles to the physics world during its creation is presented.', 'The chapter covers creating custom particle and spring classes for a soft-body character. The transcript demonstrates the process of creating custom particle and spring classes to design and visualize a soft-body character.', 'Utilizing arrays for particles and springs. The speaker discusses the use of arrays to organize and iterate over particles and springs for improved efficiency and organization.', 'Adjusting spring lengths for structural maintenance in a physics simulation. The transcript details the process of adjusting spring lengths to maintain the structure of the soft-body character within the physics simulation.', 'Mention of additional possibilities and resources for further exploration. The speaker mentions the potential for adding features such as eyes, antennae, or legs to the soft-body character, along with exploring additional springs from the ToxicLibs library and references to the Nature of Code book and its upcoming revised edition.']}