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https://www.ibm.com/developerworks/opensource/library/os-physicsengines/ (intro 2011) https://en.wikipedia.org/wiki/Physics_engine
A list of projects: https://github.com/wbierbower/awesome-physics
Do we really need a physics engine? Probably, collision detection is a wide topic.
https://github.com/bulletphysics/bullet3 https://projectchrono.org/ http://projectchrono.org/pychrono/ https://github.com/utilForever/CubbyFlow (voxels fluids) https://github.com/andyhall/voxel-physics-engine An abstracted physics engine for voxel game engines (javascript) https://github.com/rustsim/ncollide (Rust collisions) https://github.com/viblo/pymunk Easy, but for 2D only
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Collisions in Unity: https://docs.unity3d.com/Manual/PartSysCollisionModule.html
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Probably the way to go is to use Unity or Unreal physics engines.
Blender has its own physics engine also: https://docs.blender.org/manual/en/2.79/game_engine/physics/introduction.html
https://godotengine.org/article/godot-30-switches-bullet-3-physics
https://en.wikipedia.org/wiki/PhysX
This is the one used in Unity and Unreal, and it is evaluation in Godot (which uses now bullet3) also.
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https://www.ibm.com/developerworks/opensource/library/os-physicsengines/ (intro 2011)
https://en.wikipedia.org/wiki/Physics_engine
A list of projects: https://github.com/wbierbower/awesome-physics
Do we really need a physics engine? Probably, collision detection is a wide topic.
https://github.com/bulletphysics/bullet3
https://projectchrono.org/ http://projectchrono.org/pychrono/
https://github.com/utilForever/CubbyFlow (voxels fluids)
https://github.com/andyhall/voxel-physics-engine An abstracted physics engine for voxel game engines (javascript)
https://github.com/rustsim/ncollide (Rust collisions)
https://github.com/viblo/pymunk Easy, but for 2D only
The text was updated successfully, but these errors were encountered: