Cannon.js
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Cannon.js
Cannon.js is an open source JavaScript 3D physics engine created by Stefan "schteppe" Hedman. Unlike physics engine libraries ported from C++ to JavaScript, cannon.js is written in JavaScript from the start and can take advantage of its features. In a 2013 comparison with Ammo.js, cannon.js was found to be "more compact, more comprehensible, more powerful with regard to its performance and also easier to understand", but did not have as many features. Features Cannon.js supports the following shapes: sphere, plane, box, cylinder, convex polyhedron, particle, and heightfield. This collection of shapes matches the collection used by rendering engines such as Three.js and Babylon, but is not complete. For example, it is not sufficient for X3DOM, an application of X3D which allows 3D graphics to be included in web pages without the need for a plug-in. The physics engine implements rigid-body dynamics, discrete collision detection, and a Gauss-Seidel constraint solver. It can ...
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JavaScript
JavaScript (), often abbreviated as JS, is a programming language and core technology of the World Wide Web, alongside HTML and CSS. Ninety-nine percent of websites use JavaScript on the client side for webpage behavior. Web browsers have a dedicated JavaScript engine that executes the client code. These engines are also utilized in some servers and a variety of apps. The most popular runtime system for non-browser usage is Node.js. JavaScript is a high-level, often just-in-time–compiled language that conforms to the ECMAScript standard. It has dynamic typing, prototype-based object-orientation, and first-class functions. It is multi-paradigm, supporting event-driven, functional, and imperative programming styles. It has application programming interfaces (APIs) for working with text, dates, regular expressions, standard data structures, and the Document Object Model (DOM). The ECMAScript standard does not include any input/output (I/O), such as netwo ...
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Plug-in (computing)
In computing, a plug-in (also spelled plugin) or add-in (also addin, add-on, or addon) is a software component that extends the functionality of an existing software system without requiring the system to be software build, re-built. A plug-in software feature, feature is one way that a system can be customizable. Applications support plug-ins for a variety of reasons including: * Enable third-party developers to extend an application * Support easily adding new features * Reduce the size of an application by not loading unused features * Separate source code from an application because of incompatible software licenses Examples Examples of plug-in use for various categories of applications: * Digital audio workstations and audio editing software use audio plug-ins to generate, process or analyze sound. Ardour (software), Ardour, Audacity (audio editor), Audacity, Cubase, FL Studio, Logic Pro, Logic Pro X and Pro Tools are examples of such systems. * Email clients use plug-i ...
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International System Of Units
The International System of Units, internationally known by the abbreviation SI (from French ), is the modern form of the metric system and the world's most widely used system of measurement. It is the only system of measurement with official status in nearly every country in the world, employed in science, technology, industry, and everyday commerce. The SI system is coordinated by the International Bureau of Weights and Measures, which is abbreviated BIPM from . The SI comprises a coherent system of units of measurement starting with seven base units, which are the second (symbol s, the unit of time), metre (m, length), kilogram (kg, mass), ampere (A, electric current), kelvin (K, thermodynamic temperature), mole (mol, amount of substance), and candela (cd, luminous intensity). The system can accommodate coherent units for an unlimited number of additional quantities. These are called coherent derived units, which can always be represented as products of powers of ...
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GitHub
GitHub () is a Proprietary software, proprietary developer platform that allows developers to create, store, manage, and share their code. It uses Git to provide distributed version control and GitHub itself provides access control, bug tracking system, bug tracking, software feature requests, task management, continuous integration, and wikis for every project. Headquartered in California, GitHub, Inc. has been a subsidiary of Microsoft since 2018. It is commonly used to host open source software development projects. GitHub reported having over 100 million developers and more than 420 million Repository (version control), repositories, including at least 28 million public repositories. It is the world's largest source code host Over five billion developer contributions were made to more than 500 million open source projects in 2024. About Founding The development of the GitHub platform began on October 19, 2005. The site was launched in April 2008 by Tom ...
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Multiplayer Online Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', ''Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. The history of multiplayer video games extends over several decades, tracing back to the emergence of electronic gaming in the mid-20th century. One of the earliest inst ...
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Cloth Simulation
Cloth modeling is the term used for simulating cloth within a computer program, usually in the context of 3D computer graphics. The main approaches used for this may be classified into three basic types: geometric, physical, and particle/energy. Background Most models of cloth are based on "particles" of mass connected in some manner of mesh. Newtonian physics is used to model each particle through the use of a "black box" called a physics engine. This involves using the basic law of motion (Newton's second law): : \vec = m \vec In all of these models, the goal is to find the position and shape of a piece of fabric using this basic equation and several other methods. Geometric methods Jerry Weil pioneered the first of these, the geometric technique, in 1986. His work was focused on approximating the look of cloth by treating cloth like a collection of cables and using hyperbolic cosine (catenary) curves. Because of this, it is not suitable for dynamic models but works ver ...
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Gauss–Seidel Method
In numerical linear algebra, the Gauss–Seidel method, also known as the Liebmann method or the method of successive displacement, is an iterative method used to solve a system of linear equations. It is named after the German mathematicians Carl Friedrich Gauss and Philipp Ludwig von Seidel. Though it can be applied to any matrix with non-zero elements on the diagonals, convergence is only guaranteed if the matrix is either strictly diagonally dominant, or symmetric and positive definite. It was only mentioned in a private letter from Gauss to his student Gerling in 1823. A publication was not delivered before 1874 by Seidel. Description Let \mathbf A\mathbf x = \mathbf b be a square system of linear equations, where: \mathbf A = \begin a_ & a_ & \cdots & a_ \\ a_ & a_ & \cdots & a_ \\ \vdots & \vdots & \ddots & \vdots \\a_ & a_ & \cdots & a_ \end, \qquad \mathbf = \begin x_ \\ x_2 \\ \vdots \\ x_n \end , \qquad \mathbf = \begin b_ \\ b_2 \\ \vdots \\ b_n \end. When ...
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Collision Detection
Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of ''if'', ''when'' and ''where'' two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving) and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. Overview Collision detection is closely linked to calculating the distance between objects, as two objects (or more) intersect when the distance between them reaches zero or even becomes negative. Negative distance indicates that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for the co ...
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Babylon
Babylon ( ) was an ancient city located on the lower Euphrates river in southern Mesopotamia, within modern-day Hillah, Iraq, about south of modern-day Baghdad. Babylon functioned as the main cultural and political centre of the Akkadian-speaking region of Babylonia. Its rulers established two important empires in antiquity, the 19th–16th century BC Old Babylonian Empire, and the 7th–6th century BC Neo-Babylonian Empire. Babylon was also used as a regional capital of other empires, such as the Achaemenid Empire. Babylon was one of the most important urban centres of the ancient Near East, until its decline during the Hellenistic period. Nearby ancient sites are Kish, Borsippa, Dilbat, and Kutha. The earliest known mention of Babylon as a small town appears on a clay tablet from the reign of Shar-Kali-Sharri (2217–2193 BC), of the Akkadian Empire. Babylon was merely a religious and cultural centre at this point and neither an independent state nor a large city, s ...
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Physics Engine
A physics engine is computer software that provides an approximate simulation of certain physical systems, typically classical dynamics, including rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics. It is 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 accura ...
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Three
3 (three) is a number, numeral and digit. It is the natural number following 2 and preceding 4, and is the smallest odd prime number and the only prime preceding a square number. It has religious and cultural significance in many societies. Evolution of the Arabic digit The use of three lines to denote the number 3 occurred in many writing systems, including some (like Roman and Chinese numerals) that are still in use. That was also the original representation of 3 in the Brahmic (Indian) numerical notation, its earliest forms aligned vertically. However, during the Gupta Empire the sign was modified by the addition of a curve on each line. The Nāgarī script rotated the lines clockwise, so they appeared horizontally, and ended each line with a short downward stroke on the right. In cursive script, the three strokes were eventually connected to form a glyph resembling a with an additional stroke at the bottom: ३. The Indian digits spread to the Caliphate in the 9th ...
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Heightfield
In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh. A heightmap contains one channel interpreted as a distance of displacement or "height" from the "floor" of a surface and sometimes visualized as luma of a grayscale image, with black representing minimum height and white representing maximum height. When the map is rendered, the designer can specify the amount of displacement for each unit of the height channel, which corresponds to the “contrast” of the image. Heightmaps can be stored by themselves in existing grayscale ...
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