Difference between revisions of "Hpysics"
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darcs get http://code.haskell.org/hpysics |
darcs get http://code.haskell.org/hpysics |
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− | == |
+ | == Demo == |
http://code.haskell.org/~feuerbach/hpysics-cubes.ogv [2.1M] |
http://code.haskell.org/~feuerbach/hpysics-cubes.ogv [2.1M] |
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− | == References == |
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− | * [http://www.kuffner.org/james/software/dynamics/mirtich/index.html Mirtich. Impulse-based Dynamic Simulation of Rigid Body Systems] |
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− | * [http://www.cs.uu.nl/research/techreps/repo/CS-1991/1991-40.pdf Overmars. Point location in fat subdivisions] |
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− | == Worthy physics engines == |
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− | * [http://www.box2d.org/ Box2D] -- 2D physics engine, notable for "contact persistence algorithm". |
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− | * [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk] -- 2D physics engine, inspired by Box2D. Fast and simple, written in C. |
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− | * [http://www.bulletphysics.com/ Bullet] -- 3D engine, shares many of the same algorithms and concepts with Box2D. |
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− | * [http://haskell.org/haskellwiki/Bullet Haskell Bullet] -- simple haskell binding for Bullet |
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− | * [http://www.ode.org/ ODE] -- popular 3D engine, written in C++. |
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− | * [http://physsim.sourceforge.net/ Physsim] -- modular 3D engine, written in C++. Inspired by ODE. |
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− | |||
− | == Modular physics engine architecture == |
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− | === core simulator === |
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− | |||
− | Combines all other components to perform simulation. |
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− | |||
− | === integrator === |
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− | |||
− | Method used to integrate ODE. |
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− | Physsim implements Euler and Runge–Kutta (implicit and explicit) methods. |
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− | === collision detector === |
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− | Algorithm which detects whether the two bodies overlap. |
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− | See also: [http://www.cs.unc.edu/~geom/SSV/ PQP] |
Revision as of 18:04, 15 September 2008
Hpysics is a physics engine to be written using Data Parallel Haskell during Google Summer of Code 2008.
If you are interested, you can follow the blog: http://physics-dph.blogspot.com/
Check out the code with
darcs get http://code.haskell.org/hpysics