Physics engine

A physics engine is an engine which (eg pulse ) is used for simulation of physical processes and the calculation object immanent properties. Objectives are to simplify the programming and the provision of realistic movements in a 3D view. Main applications are in modern computer games and simulation software.

This is not always necessarily about physical accuracy. This often is due to the immense complexity of the physical processes based on calculations. In such cases, since there is usually a claim for real-time capability, efficiency goes against accuracy.

Types of Simulation

  • Physics of rigid bodies ( rigid body mechanics )
  • Non-elastic deformations with physics (soft body dynamics)
  • Mass-spring models ( spring dynamics) and a basis of the simulation of ropes and material ( rope or cloth )
  • Particle systems and a basis of the simulation of liquids ( fluid dynamics) and fire

Rigid Body Mechanics

The physics of rigid bodies makes use of the laws of classical mechanics ( Newtonian mechanics ). The system to be analyzed is described by differential equations ( Newton's laws ), which is solvable by inserting start and boundary conditions. Since exact solving is too complex, approximation methods are mostly used (eg Runge- Kutta method ) (see rigid body simulation).

More complicated is the treatment of shock, as, inter alia, sudden changes in direction and momentum changes must be considered. We distinguish between collision detection and response.

Physics engines

In September 2005, took over the competitors Meqon ageia Technologies, Inc.. Thus, the same engine undergoes no further development, but the support is guaranteed. 2007 Intel bought Havok. Ageia, the original manufacturer of PhysX were purchased in 2008 from Nvidia.

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