From HaskellWiki
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| | darcs get http://code.haskell.org/hpysics | | darcs get http://code.haskell.org/hpysics |
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| - | == Demos == | + | == Demo == |
| | http://code.haskell.org/~feuerbach/hpysics-cubes.ogv [2.1M] | | http://code.haskell.org/~feuerbach/hpysics-cubes.ogv [2.1M] |
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| - | == References ==
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| - | * [http://www.kuffner.org/james/software/dynamics/mirtich/index.html Mirtich. Impulse-based Dynamic Simulation of Rigid Body Systems]
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| - | * [http://www.cs.uu.nl/research/techreps/repo/CS-1991/1991-40.pdf Overmars. Point location in fat subdivisions]
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| - | == Worthy physics engines ==
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| - | * [http://www.box2d.org/ Box2D] -- 2D physics engine, notable for "contact persistence algorithm".
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| - | * [http://wiki.slembcke.net/main/published/Chipmunk Chipmunk] -- 2D physics engine, inspired by Box2D. Fast and simple, written in C.
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| - | * [http://www.bulletphysics.com/ Bullet] -- 3D engine, shares many of the same algorithms and concepts with Box2D.
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| - | * [http://haskell.org/haskellwiki/Bullet Haskell Bullet] -- simple haskell binding for Bullet
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| - | * [http://www.ode.org/ ODE] -- popular 3D engine, written in C++.
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| - | * [http://physsim.sourceforge.net/ Physsim] -- modular 3D engine, written in C++. Inspired by ODE.
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| - | == Modular physics engine architecture ==
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| - | === core simulator ===
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| - | Combines all other components to perform simulation.
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| - | === integrator ===
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| - | Method used to integrate ODE.
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| - | Physsim implements Euler and Runge–Kutta (implicit and explicit) methods.
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| - | === collision detector ===
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| - | Algorithm which detects whether the two bodies overlap.
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| - | See also: [http://www.cs.unc.edu/~geom/SSV/ PQP]
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Revision as of 18:04, 15 September 2008
Hpysics is a physics engine to be written using Data Parallel Haskell during Google Summer of Code 2008.
If you are interested, you can follow the blog: http://physics-dph.blogspot.com/
Check out the code with
darcs get http://code.haskell.org/hpysics
Demo
http://code.haskell.org/~feuerbach/hpysics-cubes.ogv [2.1M]