Physics engine A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. Scientific engines One of the first general purpose computers, ENIAC, was used as a very simple type of physics engine. Physics engines have been commonly used on supercomputers since the 1980s to perform computational fluid dynamics modeling, where particles are assigned force vectors that are combined to show circulation. Game engines
ideasolid Data Formats Alphabetical list of 3D API specifications and data formats Stereo CAD-3D object format Flatland 3DML language 3D-Studio File Format 3D Studio Max Ascii Export Format 3D Studio Ascii Format Alchemy III molecule file format Alchemy 2000 molecule file format BMF by David Farrell, exported from 3dStudio by "view3ds'. Cyberspace Description Format Computer Graphics Metafile (ISO/IEC standardfor vector graphics) cinema4d Cinema4d file format from "Maxon Computer" Calgari trueSpace2 File Format Sony / Khronos Collada cmod 3D model format for Celestia cube Gaussian cube file format for volumetric data Povray DF3 density (volumetric) format Direct-X Microsofts answer to QuickDraw3D and OpenGL Duke Nukem 3D or Redneck Rampage Format used by AutoDesks attempt at an internet format for it's models, used by the WHIP viewer. Release 14 Release 12 Release 10 DXF, AutoDesk/AutoCAD interchange format in the various format versions that have appeared over the years. Minimal 3D DXF MOLA Experiment Gridded Data Record Autodesk FBX fld
Save The Ocean Sim – Project News UPDATE: A PDF version of the tutorial is now available for download. Useful for offline viewing. Click the image above. Well, it’s seems as though there has only been a few people able to figure out the entire process of using the new ocean sim tools along with the foam mask option. Obviously we need a basic “getting started” tutorial so that more people can start getting basic results in order to allow more people to experiment with this new toolset. I’ve put together the basic steps to create an animated ocean mesh with the foam mask material texture added. Mesh/Camera Setup 1. 2. 3. 4. 5. 6. 7. Ocean Modifier 8. 9. 10. 11. 12. 13. Animation 14. Change the Time field to 5 and press enter to confirm. 16. Open the graph editor, select the Time(Ocean) factor and change the interpolation mode to Linear. Materials 17. 18. 19. 20. 21. 22. Rendering a Test Animation. 23. 24. Foam Mask Effect. 25. 26. 27. 28. 29. 30. 31. 32. 33.
Thinglab AVANGO home Physics Simulation Forum • View topic - Bullet 2.69 SDK released: split impulse, tear/pick soft body Bullet 2.69 Physics SDK is released from revision 1175. See a YouTube movie of the latest demos + Added split impulse support, penetration recovery won't add momentum+ cloth/soft body improvements: picking (pick and drag), tearing (click and release without mouse move), preliminary support for btSoftBody versus compound and concave trimesh+ Added new btDbvtBroadphase, based on dynamic AABB tree. Code: if (collisionPair->m_algorithm) collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); + Added linear and angular motor for btSliderConstraint+ Add penetration depth test for convexSweepTest+ removed several warnings for Windows build, thanks to Martijn Reuvers+ Added Mac Cocoa Xcode project, thanks to TomorrowPlus+ use collision margin of btBvhTriangleMeshShape for convexTest, Thanks to reltham for the contribution.+ added custom memory allocator registration, thanks to Sly. Download Bullet 2.69 from the Bullet repository at Google Code.