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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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How do engines avoid "Phase Lock" (multiple objects in same location) in a Physics Engine?
I guess this kind of ends up being a non-answer...
I think sometimes it depends on the implementation and the basic approach used for collision detection and resolution (which is like 80% of a rigid …