Open Dynamics Engine
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Open Dynamics Engine
The Open Dynamics Engine (ODE) is a physics engine written in C/C++. Its two main components are a rigid body dynamics simulation engine and a collision detection engine. It is free software licensed both under the BSD license and the LGPL. ODE was started in 2001 and has already been used in many applications and games, such as ''Assetto Corsa'', ''BloodRayne 2'', ''Call of Juarez'', ''S.T.A.L.K.E.R.'', ''Titan Quest'', ''World of Goo'', '' X-Moto'' and ''OpenSimulator''. Overview The Open Dynamics Engine is used for simulating the dynamic interactions between bodies in space. It is not tied to any particular graphics package although it includes a basic one called ''drawstuff''. It supports several geometries: box, sphere, capsule (cylinder capped with hemispheres), triangle mesh, cylinder and heightmap. Simulation Higher level environments that allow non-programmers access to ODE include Player Project, Webots, Opensimulator, anyKode Marilou anV-REP ODE is a popular choi ...
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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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Triangle Mesh
In computer graphics, a triangle mesh is a type of polygon mesh. It comprises a set of triangles (typically in three dimensions) that are connected by their common edges or vertices. Many graphics software packages and hardware devices can operate more efficiently on triangles that are grouped into meshes than on a similar number of triangles that are presented individually. This is typically because computer graphics do operations on the vertices at the corners of triangles. With individual triangles, the system has to operate on three vertices for every triangle. In a large mesh, there could be eight or more triangles meeting at a single vertex - by processing those vertices just once, it is possible to do a fraction of the work and achieve an identical effect. In many computer graphics applications it is necessary to manage a mesh of triangles. The mesh components are vertices, edges, and triangles. An application might require knowledge of the various connections bet ...
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Computer Physics Engines
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bill ...
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Project Chrono
Project Chrono is a physics engine developed by University of Wisconsin-Madison and University of Parma and members of its open source community. It supports simulating rigid and soft body dynamics, collision detection, vehicle dynamics, fluid-solid interaction, deformable terrain, and granular dynamics, among other physical systems. The latest developments are in the area of sensor simulation, robotics simulation, human-autonomous agent interaction (real-time simulation), and autonomous vehicle simulation, where the emphasis is on off-road scenarios. Parts of the code run on the GPU, multi-core CPUs, and distributed memory architectures via MPI. It is used at tens of universities, in industry, and federal research labs. History Project Chrono was initially developed for use as a multibody simulation tool for robotics and biomechanics applications by Alessandro Tasora while a student at the Polytechnic University of Milan. This became a joint University of Wisconsin-Universi ...
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Vortex (software)
Vortex Studio is a complete simulation software platform. It features a high-fidelity, realtime physics engine developed by CM Labs Simulations that simulates rigid body dynamics, collision detection, contact determination, and dynamic reactions. It also contains model import and preparation tools, an image generator, and networking tools for distributed simulation, accessed through a desktop editor via a GUI. Vortex adds accurate physical motion and interactions to objects in visual-simulation applications for operator training, mission planning, product concept validation, heavy machinery and robotics design and testing, haptics devices, immersive and virtual reality (VR) environments. The Vortex Studio content creation platform and the C++ SDK have several modules that simulate physics-based particles, sensors, floating bodies, cable systems, earthmoving operations, grasping, and vehicles (wheeled or tracked). Vortex has a modular architecture: developers can integrate their p ...
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Chipmunk (software)
Chipmunk2D is a 2-dimensional real-time rigid body physics engine written by Scott Lembcke that is designed to be portable, lightweight, fast, and easy to use. Prior to version 7, two main versions of the library existed. ''Chipmunk2D Free'' was written purely in C99, and freely available under the terms of the MIT License. ''Chipmunk2D Pro'' was a proprietary upgrade designed for development on mobile devices. It included several high-level subroutines in Objective-C, and floating-point optimizations for the ARM processor. However, after version 7 the project was fully open-sourced. Aside from Objective-C, there are official bindings for Ruby, and third party interfaces exist for Python, Haskell, OCaml, and others. Chipmunk is endorsed by a number of game libraries, includinAerosol Gosu, and Cocos2d. Features Chipmunk supports multiple collision primitives attached to one rigid body, and bodies may be joined by constraints. It has a flexible collision detection system with layers ...
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Bullet (software)
Bullet is a physics engine which simulates collision detection as well as soft and rigid body dynamics. It has been used in video games and for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award for his work on Bullet. He worked for Sony Computer Entertainment US R&D from 2003 until 2010, for AMD until 2014, for Google until 2022 and he now works for Nvidia. The Bullet physics library is free and open-source software subject to the terms of the zlib License. The source code is hosted on GitHub; before 2014 it was hosted on Google Code. Features * Rigid body and soft body simulation with discrete and continuous collision detection * Collision shapes include: sphere, box, cylinder, cone, convex hull using GJK, non-convex and triangle mesh * Soft body support: cloth, rope and deformable objects * A rich set of rigid body and soft body constraints with constraint limits and motors * Plugins for Maya, Softimage, integrated into ...
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Newton Game Dynamics
Newton Game Dynamics is an open-source physics engine for realistically simulating rigid bodies in games and other real-time applications. Its solver is deterministic and not based on traditional LCP or iterative methods. Newton Game Dynamics is actively developed by Julio Jerez. Currently a new version which will take advantage of multi-core CPUs and GPUs is being developed. Games that used Newton This is a select list of games using Newton Game Dynamics. * '' Amnesia: Rebirth'' * '' Amnesia: A Machine for Pigs'' * '' Amnesia: The Dark Descent'' * '' b4n92uid theBall'' * '' City Bus Simulator'' * Future Pinball – a 3D pinball editing and gaming application * '' Mount & Blade'' * ''Nicktoons Winners Cup Racing'' * '' Overclocked: A History of Violence'' * '' Penumbra: Overture'' * '' Penumbra: Black Plague'' * '' Penumbra: Requiem'' * ''SOMA'' * '' Steam Brigade'' Engines which incorporated Newton A list of game engines using Newton Game Dynamics: * HPL Engine 1, ...
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PAL (software)
The Physics Abstraction Layer (PAL) is an open-source cross-platform physical simulation API abstraction system. It is similar to a physics engine wrapper, however it is far more flexible providing extended abilities. PAL is free software, released under the BSD license. PAL is a high-level interface for low-level physics engines used in games, simulation systems, and other 3D applications. It supports a number of dynamic simulation methodologies, including rigid body, liquids, soft body, ragdoll, and vehicle dynamics. PAL features a simple C++ API and intuitive objects (e.g. Solids, Joints, Actuators, Sensors, and Materials). It also features COLLADA, Scythe Physics Editor, and XML-based file storage. The Physics Abstraction Layer provides a number of benefits over directly using a physics engine: * Flexibility – It allows developers to switch between different physics engines to see which engine provides their needs, as well as quickly testing a new engine. * Portable – De ...
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OPAL (software)
The Open Physics Abstraction Layer (OPAL) is an open source realtime physics engine API similar to PAL. It is currently supported only by ODE, but can be extended to run off of other engines. OPAL is free software, released under both the LGPL and the BSD license. It was originally designed and written by Tyler Streeter, Andres Reinot, and Alan Fischer while working at Iowa State University Iowa State University of Science and Technology (Iowa State University, Iowa State, or ISU) is a public land-grant research university in Ames, Iowa. Founded in 1858 as the Iowa Agricultural College and Model Farm, Iowa State became one of the n ...'Virtual Reality Applications Center (VRAC) OPAL is a high-level interface for low-level physics engines used in games, robotics simulations, and other 3D applications. Features a simple C++ API, intuitive objects (e.g. Solids, Joints, Motors, Sensors), and XML-based file storage for complex objects. The latest version of OPAL is 0.4.0. On June 2 ...
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AnyKode Marilou
anyKode Marilou is a modeling and simulation environment for mobile robots, humanoids, articulated arms and parallel robots operating in real-world conditions that respect the laws of physics. This robotics suite is used in research centers and industry for various projects like humanoid architectures, wheeled and multi legged vehicles, and multi-robot systems (Multi-agents). It also has a real-time engine that uses the ODE (Open Dynamics Engine) for collisions detecting and dynamics management. Various 'real world' variables like forces, torques, masses, damping, friction and others can be adjusted directly to the objects surfaces. Scenes modeling The entities' editor can design the robot's collision model by using any of the static or dynamic objects in the given simulated world. Computer-aided design, CAD-style editing tools are entirely graphical. Scenes, dynamics, and robots properties can be changed from a view/document/properties IHM style. Also, the editor takes in charge ...
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Opensimulator
OpenSimulator is an open-source server platform originally launched in 2007 for hosting virtual worlds and metaverse environments. It is largely compatible with the virtual world ''Second Life'' but full compatibility is not a design goal. Features OpenSimulator is written in C# and is designed to be easily expanded through the use of plugin modules. OpenSimulator can operate in one of two modes: standalone or grid mode. In standalone mode, a single process handles the entire simulation. In grid mode, various aspects of the simulation are separated among multiple processes, which can exist on different machines. OpenSimulator uses loadable modules for most of its functionality. These loadable modules can be independently developed to add functionality to the server. OpenSimulator currently uses a modified Second Life protocol for client to server communication, and requires retrofitting to a suitable virtual world viewer (client) in order to connect. Interoperability with S ...
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