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A Rigid Body Physics Engine for Interactive Applications

Marco Santos Souza, Tiago de H. C. Nobrega, Andre Ferreira Bem Silva, Diego D. B. Carvalho
The Cyclops Group
X Brazilian Symposium on Computer Games and Digital Entertainment, 2011

@article{souza2011rigid,

   title={A Rigid Body Physics Engine for Interactive Applications},

   author={Souza, M.S. and de HC Nobrega, T. and Silva, A.F.B. and Carvalho, D.D.B. and von Wangenheim, A.},

   year={2011}

}

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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.
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