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  2. Box2D - Wikipedia

    en.wikipedia.org/wiki/Box2D

    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] On March 6, 2008, version 2.0 was launched, introducing continuous collision detection and revamping the API.

  3. Bullet (software) - Wikipedia

    en.wikipedia.org/wiki/Bullet_(software)

    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.

  4. Greenfoot - Wikipedia

    en.wikipedia.org/wiki/Greenfoot

    The world and actors are represented by Java objects and defined by Java classes. Greenfoot offers methods to easily program these actors, including method for movement, rotation, changes of appearance, collision detection, etc. Programming in Greenfoot at its most basic consists of subclassing two built-in classes, World and Actor. An instance ...

  5. Hit-testing - Wikipedia

    en.wikipedia.org/wiki/Hit-testing

    In web programming languages such as HTML, SVG, and CSS, this is associated with the concept of pointer-events (e.g. user-initiated cursor movement or object selection). Collision detection is a related concept for detecting intersections of two or more different graphical objects, rather than intersection of a cursor with one or more graphical ...

  6. Collision detection - Wikipedia

    en.wikipedia.org/wiki/Collision_detection

    In the context of collision detection this means that the time complexity of the collision detection is proportional to the number of objects that are close to each other. An early example of that is the I-COLLIDE [ 5 ] where the number of required narrow phase collision tests was O ( n + m ) {\displaystyle O(n+m)} where n {\displaystyle n} is ...

  7. Sweep and prune - Wikipedia

    en.wikipedia.org/wiki/Sweep_and_prune

    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.

  8. Havok (software) - Wikipedia

    en.wikipedia.org/wiki/Havok_(software)

    Havok Physics: [4] Originally from Ipion Software (Ipion Virtual Physics), it is designed primarily for video games, and allows for real-time collision and dynamics of rigid bodies in three dimensions. It provides multiple types of dynamic constraints between rigid bodies (e.g. for ragdoll physics), and has a highly optimized collision ...

  9. Game engine - Wikipedia

    en.wikipedia.org/wiki/Game_engine

    The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, scene graph, and video ...