A naive implementation of 3D physics that I created in 2020 to learn the basics of constraining collisions of 3D objects. This is a brute force implementation of collisions that uses point-to-plane intersection to decide the constraints of movement. In addition, there is a naive approach to creating reactionary forces at the contact point of the object. Though, I would not say that it is remotely accurate to how objects experience forces.
I leave this up as a funny project from when I was still playing around with creating physics engines and as a visual demonstration of what could be created coming from a non-formal background of developing engines (I'm not sure if there is a formal background for this though). There are many improvements I would make to the system if I were to create this again such as broad-phase collision checking with spatial hashing and even narrow-phase collision checks for complex objects using spatial hashing. I would also properly implement a momentum conservation function that will properly resolve the momentum of objects during collisions.
For now, Here is a project that lets you spawn items inside a cubical room. Click on a button and click inside the box to spawn an object inside. You may also click on items in the box to apply a random upwards force on them. There are many bugs (such as tunneling and improper normal forces) but I hope you have fun using up your computer's CPU on this.