A Rigid Body Physics Engine for Interactive Applications
The Cyclops Group
X Brazilian Symposium on Computer Games and Digital Entertainment, 2011
We have conceived and implemented a software library to be employed in speeding up the development of animations or applications that make use of interactive physics simulation. This paper focuses on the discussion of some of the algorithms and techniques that were used on its basic implementation, and also on expansions and optimizations that were applied to specific parts of the developed simulator aiming faster and more stable results. We conclude presenting some results along with a brief discussion of specific topics and possibilities for a future work. Our goal is to end up with a fast, stable and useful engine.
December 12, 2011 by hgpu
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