Software for simulating physics like collisions, forces, mass, joints, motion etc. Examples of physics engines are PhysX, Havok, Bullet and ODE.
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animating roulette ball
I'm trying to achieve something like netent's roulette (which is a great product in my opinion). It's going to be implemented in html5.
I wonder which path should I take to have such a great ...
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115 views
Pick and Drop the Ball Testing Without Replicating the Physics Frame
I am making a program that pick, drag, and drop the ball. In real life, once you pick the ball and drop it, whenever the available object is (what you see is what you get) will only be picked and ...
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Inverse Dynamics How to
I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
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how to make virtual environment consistent in networked applications?
I have a Virtual Environment(grid of cubes) which has the same state on both users when the application starts.
Both users have haptic devices, whose position is depicted by a small sphere in the ...
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Friction due to gravity in an impulse based physics engine
In my physics engine, i'm using impulses to solve collisions. I'm basing all calculations on these equations:
impulse = desired_velocity_change * mass
impulse = force * time
friction_force <= ...
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Joint constraints in PhysX
I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
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adding contacts in “cyclone”
I am trying to adapt the Cyclone physics engine ( http://procyclone.com/, source code: https://github.com/idmillington/cyclone-physics/) to work with my game, and for my game I think that it would be ...
