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In physical simulations, sweep and prune is a broad phase algorithm used during collision detection to limit the number of pairs of solids that need to be checked for collision, i.e. intersection. This is achieved by sorting the starts (lower bound) and ends (upper bound) of the bounding volume of each solid along a number of arbitrary axes.
Bullet is a physics engine which simulates collision detection as well as soft and rigid body dynamics. It has been used in video games and for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award [ 4 ] for his work on Bullet.
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of if , when and where two or more objects intersect.
This yields collision detection systems which operate in near-constant time. The algorithm's stability, speed, and small storage footprint make it popular for realtime collision detection , especially in physics engines for video games .
Crash simulations are used to investigate the safety of the car occupants during impacts on the front end structure of the car in a "head-on collision" or "frontal impact", the lateral structure of the car in a “side collision” or “side impact”, the rear end structure of a car in a "rear-end collision" or “rear impact”, and the roof structure of the car when it overturns during a ...
The technique may also be used to find a collision in a cryptographic hash function. [23] Cycle detection may be helpful as a way of discovering infinite loops in certain types of computer programs. [24] Periodic configurations in cellular automaton simulations may be found by applying cycle detection algorithms to the sequence of automaton ...
MARLOWE [2] [3] is a large code that can handle crystalline materials and support numerous different physics models. TRIDYN, [6] newer versions known as SDTrimSP, is a BCA code capably of handling dynamic composition changes. DART, French code developed by the CEA (Commisariat à l'Energie Atomique) in Saclay.
Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize. [10] Later games, such as id Software's Quake III Arena and Epic Games's 1998 Unreal were designed with this approach in mind, with the engine and content developed separately.