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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.
Box2D's collision detection and resolution system consists of three pieces: an incremental sweep and prune broad phase, a continuous collision detection unit, and a stable linear-time contact solver. These algorithms allow efficient simulations of fast bodies and large stacks without missing collisions or causing instabilities.
Crystal Space has modules for 2D and 3D graphics, sound, collision detection and physics through ODE and Bullet. Graphics: OpenGL rendering; Supports hardware acceleration from all major card vendors; Allows use of shaders; Library of common shaders like normal mapping, parallax mapping and hardware skinning; Supports software rendering with ...
Chipmunk supports multiple collision primitives attached to one rigid body, and bodies may be joined by constraints. It has a flexible collision detection system with layers, exclusion groups and collision callbacks. Callbacks are defined based on user definable "collision types" and may reject collisions and even override the calculation of ...
A collision with many objects. This demo is distributed with the ODE source code (demo_crash). The Open Dynamics Engine (ODE) is a physics engine written in C/C++. Its two main components are a rigid body dynamics simulation engine and a collision detection engine. [3] It is free software licensed both under the BSD license and the LGPL.
Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. [1]
A generic finite element library written in C++ with interfaces for Python, Matlab and Scilab. It focuses on modeling of contact mechanics and discontinuities (e.g. cracks). Yves Renard, Julien Pommier: 5.4.2: 2022-07: LGPL: Free: Unix, Mac OS X, Windows: Hermes Project: Modular C/C++ library for rapid development of space- and space-time ...
A primary limit of physics engine realism is the approximated result of the constraint resolutions and collision result due to the slow convergence of algorithms. Collision detection computed at a too low frequency can result in objects passing through each other and then being repelled with an abnormal correction force.