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Algodoo
Algodoo () is a physics-based 2D sandbox freeware from Algoryx Simulation AB (known simply as Algoryx) as the successor to the popular physics application Phun. It was released on September 1, 2009 and is presented as a learning tool, an open ended computer game, an animation tool, and an engineering tool. The software is functional with desktop and laptop computers, touch screen tablets, and interactive white board systems such as SMART Boards. The physics engine in Algodoo utilizes the SPOOK linear constraint solver by Claude Lacoursière and a modified version of Smoothed-Particle Hydrodynamics (SPH) computational method. This program has been used by many people including educators, students, and children. Algodoo has remained as a popular choice from websites like List Of Freeware and Download Cloud for a physics sandbox program due to its complexity, simple GUI and free price. History In 2008, Emil Ernerfeldt created an interactive 2D physics simulator for his master ...
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Algoryx Simulation AB
Algoryx Simulation AB was formed in 2007 in Umeå, Sweden as a spin-off company from Umeå University. Algoryx currently has three products: Algodoo (formerly Phun), Dynamics for SpaceClaim, and AGX Multiphysics, a professional physics engine for engineering and real-time simulations. Awards In February 2011, Algoryx was selected for the list of Top-20 companies to represent Swedish Innovation, by the Swedish Institute, a Swedish government agency. In March 2011, Algoryx was ranked as one of Sweden's most promising young high tech companies by business magazine ''Affärsvärlden'' and tech news paper Ny Teknik. Algoryx again won this award in March 2012. In May 2011, Algoryx was selected by Red Herring for the Top 100 list of the most innovative companies in Europe. In 2012, Algoryx was named to represent Sweden in the European Business Awards. Later that year, Algoryx was also listed on the Deloitte Sweden Fast Technology 50 list. In the spring of 2015, an office was also opened ...
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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 ( CGI). 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. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respon ...
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Smoothed-particle Hydrodynamics
Smoothed-particle hydrodynamics (SPH) is a computational method used for simulating the mechanics of continuum media, such as solid mechanics and fluid flows. It was developed by Gingold and Monaghan and Lucy in 1977, initially for astrophysical problems. It has been used in many fields of research, including astrophysics, ballistics, volcanology, and oceanography. It is a meshfree Lagrangian method (where the co-ordinates move with the fluid), and the resolution of the method can easily be adjusted with respect to variables such as density. Method Advantages * By construction, SPH is a meshfree method, which makes it ideally suited to simulate problems dominated by complex boundary dynamics, like free surface flows, or large boundary displacement. * The lack of a mesh significantly simplifies the model implementation and its parallelization, even for many-core architectures. * SPH can be easily extended to a wide variety of fields, and hybridized with some other model ...
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Microsoft Windows
Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Windows is the most popular desktop operating system in the world, with 75% market share , according to StatCounter. However, Windows is not the most used operating system when including both mobile and desktop OSes, due to Android's massive growth. , the most recent version of Windows is Windows 11 for consumer PCs and tablets, Windows 11 Enterprise for corporations, and Windows Server 2022 for servers. Genealogy By marketing ...
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Friction
Friction is the force resisting the relative motion of solid surfaces, fluid layers, and material elements sliding against each other. There are several types of friction: *Dry friction is a force that opposes the relative lateral motion of two solid surfaces in contact. Dry friction is subdivided into ''static friction'' ("stiction") between non-moving surfaces, and ''kinetic friction'' between moving surfaces. With the exception of atomic or molecular friction, dry friction generally arises from the interaction of surface features, known as asperities (see Figure 1). *Fluid friction describes the friction between layers of a viscous fluid that are moving relative to each other. *Lubricated friction is a case of fluid friction where a lubricant fluid separates two solid surfaces. *Skin friction is a component of drag, the force resisting the motion of a fluid across the surface of a body. *Internal friction is the force resisting motion between the elements making up a so ...
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Momentum
In Newtonian mechanics, momentum (more specifically linear momentum or translational momentum) is the product of the mass and velocity of an object. It is a vector quantity, possessing a magnitude and a direction. If is an object's mass and is its velocity (also a vector quantity), then the object's momentum is : \mathbf = m \mathbf. In the International System of Units (SI), the unit of measurement of momentum is the kilogram metre per second (kg⋅m/s), which is equivalent to the newton-second. Newton's second law of motion states that the rate of change of a body's momentum is equal to the net force acting on it. Momentum depends on the frame of reference, but in any inertial frame it is a ''conserved'' quantity, meaning that if a closed system is not affected by external forces, its total linear momentum does not change. Momentum is also conserved in special relativity (with a modified formula) and, in a modified form, in electrodynamics, quantum mechanics, quan ...
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Force
In physics, a force is an influence that can change the motion of an object. A force can cause an object with mass to change its velocity (e.g. moving from a state of rest), i.e., to accelerate. Force can also be described intuitively as a push or a pull. A force has both magnitude and direction, making it a vector quantity. It is measured in the SI unit of newton (N). Force is represented by the symbol (formerly ). The original form of Newton's second law states that the net force acting upon an object is equal to the rate at which its momentum changes with time. If the mass of the object is constant, this law implies that the acceleration of an object is directly proportional to the net force acting on the object, is in the direction of the net force, and is inversely proportional to the mass of the object. Concepts related to force include: thrust, which increases the velocity of an object; drag, which decreases the velocity of an object; and torque, which produce ...
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Density
Density (volumetric mass density or specific mass) is the substance's mass per unit of volume. The symbol most often used for density is ''ρ'' (the lower case Greek letter rho), although the Latin letter ''D'' can also be used. Mathematically, density is defined as mass divided by volume: : \rho = \frac where ''ρ'' is the density, ''m'' is the mass, and ''V'' is the volume. In some cases (for instance, in the United States oil and gas industry), density is loosely defined as its weight per unit volume, although this is scientifically inaccurate – this quantity is more specifically called specific weight. For a pure substance the density has the same numerical value as its mass concentration. Different materials usually have different densities, and density may be relevant to buoyancy, purity and packaging. Osmium and iridium are the densest known elements at standard conditions for temperature and pressure. To simplify comparisons of density across different s ...
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Mass
Mass is an intrinsic property of a body. It was traditionally believed to be related to the quantity of matter in a physical body, until the discovery of the atom and particle physics. It was found that different atoms and different elementary particles, theoretically with the same amount of matter, have nonetheless different masses. Mass in modern physics has multiple definitions which are conceptually distinct, but physically equivalent. Mass can be experimentally defined as a measure of the body's inertia, meaning the resistance to acceleration (change of velocity) when a net force is applied. The object's mass also determines the strength of its gravitational attraction to other bodies. The SI base unit of mass is the kilogram (kg). In physics, mass is not the same as weight, even though mass is often determined by measuring the object's weight using a spring scale, rather than balance scale comparing it directly with known masses. An object on the Moon would weigh le ...
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Gravity
In physics, gravity () is a fundamental interaction which causes mutual attraction between all things with mass or energy. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the strong interaction, 1036 times weaker than the electromagnetic force and 1029 times weaker than the weak interaction. As a result, it has no significant influence at the level of subatomic particles. However, gravity is the most significant interaction between objects at the macroscopic scale, and it determines the motion of planets, stars, galaxies, and even light. On Earth, gravity gives weight to physical objects, and the Moon's gravity is responsible for sublunar tides in the oceans (the corresponding antipodal tide is caused by the inertia of the Earth and Moon orbiting one another). Gravity also has many important biological functions, helping to guide the growth of plants through the process of gravitropism and influencing the circ ...
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Coefficient Of Restitution
The coefficient of restitution (COR, also denoted by ''e''), is the ratio of the final to initial relative speed between two objects after they collide. It normally ranges from 0 to 1 where 1 would be a perfectly elastic collision. A perfectly inelastic collision has a coefficient of 0, but a 0 value does not have to be perfectly inelastic. It is measured in the Leeb rebound hardness test, expressed as 1000 times the COR, but it is only a valid COR for the test, not as a universal COR for the material being tested. The value is almost always less than 1 due to initial translational kinetic energy being lost to rotational kinetic energy, plastic deformation, and heat. It can be more than 1 if there is an energy gain during the collision from a chemical reaction, a reduction in rotational energy, or another internal energy decrease that contributes to the post-collision velocity. \text (e) = \frac The mathematics were developed by Sir Isaac Newton in 1687. It is also known as ...
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Texture Mapping
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mapping originally referred to diffuse mapping, a method that simply mapped pixels from a texture to a 3D surface ("wrapping" the image around the object). In recent decades, the advent of multi-pass rendering, multitexturing, mipmaps, and more complex mappings such as height mapping, bump mapping, normal mapping, displacement mapping, reflection mapping, specular mapping, occlusion mapping, and many other variations on the technique (controlled by a materials system) have made it possible to simulate near-photorealism in real time by vastly reducing the number of polygons and lighting calculations needed to construct a realistic and functional 3D scene. Texture maps A is an image applied (mapped) to the surface of a shape or polygon. This ...
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