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Hypnotizing Double Pendulum simulates thousands of Double Pendulum with trajectories to create fancy visually pleasing animations.

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Hypnotizing Double Pendulum

Hypnotizing Double Pendulum simulates thousands of Double Pendulum with trajectories to create fancy visually pleasing animations.

Configurations can be edited from settings.txt.

License (for Hypnotizing Double Pendulum source code only)

This project is licensed under the terms of MIT License.

Copyright (c) 2025 Anstro Pleuton

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Credits

Music used is Empyrean.

Below text is taken from game-premake.

Generate Projects

For windows users, there are two batch files you can use depending on what compiler you are using. For linux users you can simply use a terminal. Only do ONE of these options depending on your compiler and platform.

Visual Studio (MSVC) Users

Visual Studio users should run

premake-VisualStudio.bat

This will generate a Visual Studio project.

Visual Studio Code (VSC) Users

Visual Studio code uses the makefile systems for MinGW-w64, gcc, or clang on Windows, linux, and OSX respectivly. Simply follow the steps below for your OS and then continue to the VSC section below. Please make sure that you have the C/C++ extensions installed for VSC. Please make sure your compiler is in your path in order to use Visual Studio Code.

MinGW-w64 Users

Please make sure you have a recent version of MinGW-W64. The older versons from mingw.org will not work. We recommend the W64Devkit. It has everything needed to build raylib. It can be downloaded from here https://github.com/skeeto/w64devkit/releases

Once you have MinGW-W64 Run the batch file.

premake-mingw.bat

This will generate a makefile for you.

Linux users

cd to the root folder and run

./premake5 gmake2

This will generate a makefile for you.

macOS users

cd to the root folder and run

./premake5.osx gmake2

This will generate a makefile for you.

Build your game

Only do ONE of these options depending on your compiler and platform.

Visual Studio (MSVC) Users

Double click the .sln file that was generated in the folder. From here you can use the project as normal.

#Visual Studio Code (VSC) Users Game-premake comes with a visual studio code project file, simply open the folder in vscode and it should be setup to run the makefiles build for gcc or MinGW-w64. Just use the build, debug, or run functions in VSC

MinGW-w64 Users

Open your compiler terminal (w64devkit if you are using it), change to the game folder and type.

make

This will build your game

Linux/macOS users

Open your terminal, change to the root folder and type.

make

This will build your starting game template.

Building for other OpenGL targets

If you need to build for a different OpenGL version than the default (OpenGL 3.3) you can specify an openGL version in your premake command line. Just modify the bat file or add the following to your command line.

For OpenGL 1.1

--graphics=opengl11

For OpenGL 2.1

--graphics=opengl21

For OpenGL 4.3

--graphics=opengl43

For OpenGLES 2.0

--graphics=opengles2

For OpenGLES 3.0

--graphics=opengles3

Changing the static libs

The example template uses a sample static lib. If you want to rename it or duplicate it, you can. Just be sure to change the link_to line in the premake5.lua file in the game folder. It needs to point the correct folder.

link_to("LIB_FOLDER_NAME")

Rerun premake and it will build your library for you. Note that by default link_to will add include dirs for your library folder and library/include. If you have other include needs you will have to add those to your premake file manually.

If you do not want a static library, simply remove the link_to line from your lua script

(Optional) Get Raylib

If you wish to use a specific version of raylib, follow the instructions below. If you want the current development version, skip this section and premake will download raylib for you.

Download Raylib

Get the raylib sources from https://github.com/raysan5/raylib Download the zip file, or clone the repository. It doesn't matter what one you use. Put the raylib sources in a folder called raylib inside your game folder (The same folder this file is in). The folder must be named raylib, it can not be raylib-master. The raylib folder should contain all the sources from raylib (including the 'src' folder).

License (for game-premake files)

Copyright (c) 2020-2024 Jeffery Myers

This software is provided "as-is", without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.

Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.

  2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.

  3. This notice may not be removed or altered from any source distribution.

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