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Collision detection utilizes time coherence to allow even finer time steps without much increasing CPU demand, such as in air traffic control. After an inelastic collision, special states of sliding and resting can occur and, for example, the Open Dynamics Engine uses constraints to simulate them.
Gekko's role in the game system was to facilitate game scripting, artificial intelligence, physics and collision detection, custom graphics lighting effects and geometry such as smooth transformations, and moving graphics data through the system.
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.
The idea is having specialized processors offload time-consuming tasks from a computer's CPU, much like how a GPU performs graphics operations in the main CPU's place. The term was coined by Ageia to describe its PhysX chip. Several other technologies in the CPU-GPU spectrum have some features in common with it, although Ageia's product was the ...
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.
Tokamak provides collision detection for primitives (box, sphere, capsule), combinations of primitives, and arbitrary static triangle meshes. Lightweight 'rigid particles' provide particle effects in games at minimal cost. Tokamak also supports "Breakage Constructing models" which will break when a collision occurs.
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 ...
That team and underlying technology came Lateral Logic Inc, founded in 1994 in Montreal, which had developed rigid-body dynamics and collision detection engines for use in custom simulators sold to Sisu AB for forestry harvester operator training and to Nokia for product demonstration. Lateral Logic was acquired by MathEngine in 1999.