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EJSS is written in the Java programming language and the created simulations are in Java or JavaScript. Java Virtual Machines (JVM) are available for many different platforms; a platform for which a JVM is available can run Java programs. Though Java applets were popular before 2014, JavaScript Applets outputs can be run on almost any device ...
Box2D was first released as "Box2D Lite", a demonstration engine to accompany a physics presentation given by Erin Catto at GDC 2006. On September 11, 2007, it was released as open source on SourceForge. On January 17, 2010, Box 2D moved the project to Google Code for hosting. [5] On July 12, 2015, hosting was moved again, this time to GitHub. [6]
Open Source Physics, or OSP, is a project sponsored by the National Science Foundation and Davidson College, whose mission is to spread the use of open source code libraries that take care of a lot of the heavy lifting for physics: drawing and plotting, differential equation solvers, exporting to animated GIFs and movies, etc., tools, and compiled simulations for physics and other numerical ...
Matrix Toolkit Java is a linear algebra library based on BLAS and LAPACK. ojAlgo is an open source Java library for mathematics, linear algebra and optimisation. exp4j is a small Java library for evaluation of mathematical expressions. SuanShu is an open-source Java math library. It supports numerical analysis, statistics and optimization.
‡ Support for periodic systems (3d-crystals, 2d-slabs, 1d-rods and isolated molecules): 3d-periodic codes always allow simulating systems with lower dimensionality within a supercell. Specified here is the ability for simulating within lower periodicity.
These are symbolic manipulation codes that automatize the algebraic parts of a matrix element evaluation, like traces on Dirac matrices and contraction of Lorentz indices. Such codes have evolved quite a lot with applications not only optimized for high-energy physics like FORM but also more general purpose programs like Mathematica and Maple.
Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for game play. A physics engine is essentially a big calculator that does mathematics needed to simulate physics. [1]
PhET Interactive Simulations is part of the University of Colorado Boulder which is a member of the Association of American Universities. [10] The team changes over time and has about 16 members consisting of professors, post-doctoral students, researchers, education specialists, software engineers (sometimes contractors), educators, and administrative assistants. [11]