410:, or the number of moments in time per second when physics is calculated. Each frame is treated as separate from all other frames, and the space between frames is not calculated. A low framerate and a small fast-moving object causes a situation where the object does not move smoothly through space but instead seems to teleport from one point in space to the next as each frame is calculated. Projectiles moving at sufficiently high speeds will miss targets, if the target is small enough to fit in the gap between the calculated frames of the fast moving projectile. Various techniques are used to overcome this flaw, such as
395:
looping handles. For purpose of speed, a second, simplified invisible mesh is used to represent the object to the physics engine so that the physics engine treats the example vase as a simple cylinder. It would thus be impossible to insert a rod or fire a projectile through the handle holes on the vase, because the physics engine model is based on the cylinder and is unaware of the handles. The simplified mesh used for physics processing is often referred to as the collision geometry. This may be a
567:
approximated results of reaction force is due to the slow convergence of typical
Projected Gauss Seidel solver resulting in abnormal bouncing. Any type of free-moving compound physics object can demonstrate this problem, but it is especially prone to affecting chain links under high tension, and wheeled objects with actively physical bearing surfaces. Higher precision reduces the positional/force errors, but at the cost of needing greater CPU power for the calculations.
262:
25:
492:, if an object is resting on the floor and the object does not move beyond a minimal distance in about two seconds, then the physics calculations are disabled for the object and it becomes frozen in place. The object remains frozen until physics processing reactivates for the object after collision occurs with some other active physical object.
403:. Engines that use bounding boxes or bounding spheres as the final shape for collision detection are considered extremely simple. Generally a bounding box is used for broad phase collision detection to narrow down the number of possible collisions before costly mesh on mesh collision detection is done in the narrow phase of collision detection.
449:
to model the stress within the 3D object. The stress can be used to drive fracture, deformation and other physical effects with a high degree of realism and uniqueness. As the number of modeled elements is increased, the engine's ability to model physical behavior increases. The visual representation
454:
run on the CPU or GPU. Finite
Element-based systems had been impractical for use in games due to the performance overhead and the lack of tools to create finite element representations out of 3D art objects. With higher performance processors and tools to rapidly create the volumetric tessellations,
566:
is the approximated result of the constraint resolutions and collision result due to the slow convergence of algorithms. Collision detection computed at a too low frequency can result in objects passing through each other and then being repelled with an abnormal correction force. On the other hand,
129:
394:
Objects in games interact with the player, the environment, and each other. Typically, most 3D objects in games are represented by two separate meshes or shapes. One of these meshes is the highly complex and detailed shape visible to the player in the game, such as a vase with elegant curved and
248:
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 accuracy to compute in time for the game to respond at an appropriate rate for game play. A
357:
are more important than accuracy of simulation. This leads to designs for physics engines that produce results in real-time but that replicate real world physics only for simple cases and typically with some approximation. More often than not, the simulation is geared towards providing a
613:'s marketing to describe their PhysX chip to consumers. Several other technologies in the CPU-GPU spectrum have some features in common with it, although Ageia's solution was the only complete one designed, marketed, supported, and placed within a system
300:
shells of various mass would land when fired at varying angles and gunpowder charges, also accounting for drift caused by wind. The results were calculated a single time only, and were tabulated into printed tables handed out to the artillery commanders.
444:
is created of the 3D object. The tessellation results in a number of finite elements which represent aspects of the object's physical properties such as toughness, plasticity, and volume preservation. Once constructed, the finite elements are used by a
133:
131:
419:
s representation of projectiles as arrows with invisible trailing tails longer than the gap in frames to collide with any object that might fit between the calculated frames. By contrast, continuous collision detection such as in
631:
Hardware acceleration for physics processing is now usually provided by graphics processing units that support more general computation, a concept known as general-purpose computing on graphics processing units (GPGPU).
132:
485:. Thus, games may put objects to "sleep" by disabling the computation of physics on objects that have not moved a particular distance within a certain amount of time. For example, in the 3D
362:, use physics in puzzles or in combat situations. This requires more accurate physics so that, for example, the momentum of an object can knock over an obstacle or lift a sinking object.
324:. As with many calculation-laden processes in computing, the accuracy of the simulation is related to the resolution of the simulation and the precision of the calculations;
130:
970:
626:
465:
for the deformation and destruction effects of wood, steel, flesh and plants using an algorithm developed by Dr. James O'Brien as a part of his PhD thesis.
451:
320:, wind tunnel data for designing air- and watercraft or motor vehicles including racecars, and thermal cooling of computer processors for improving
581:
A physics processing unit (PPU) is a dedicated microprocessor designed to handle the calculations of physics, especially in the physics engine of
335:
types will perform under wet and dry conditions, using new tire materials of varying flexibility and under different levels of weight loading.
296:, was used as a very simple type of physics engine. It was used to design ballistics tables to help the United States military estimate where
1062:
757:
139:
These are four examples of a physics engine simulating an object falling onto a slope. The examples differ in accuracy of the simulation:
605:, and fracturing of objects. The idea is that specialized processors offload time-consuming tasks from a computer's CPU, much like how a
1099:
481:
engine, such constant active precision is unnecessarily wasting the limited CPU power, which can cause problems such as decreased
380:
simulation is sometimes provided to simulate water and other liquids as well as the flow of fire and explosions through the air.
312:
that are combined to show circulation. Due to the requirements of speed and high precision, special computer processors known as
1217:
933:
89:
923:
61:
658:
974:
512:
component responsible for solving the forces affecting the simulated objects. Modern physics engines may also contain
68:
1315:
811:
108:
1320:
42:
75:
896:
457:
46:
1092:
513:
305:
57:
529:
949:
699:
241:
1310:
1134:
899:
Impulse/constraint physics engines require a solver for such problems to handle multi-point collisions.
675:
is an example of a physics engine that can use GPGPU based hardware acceleration when it is available.
365:
358:"perceptually correct" approximation rather than a real simulation. However some game engines, such as
316:
were developed to accelerate the calculations. The techniques can be used to model weather patterns in
225:
209:
1192:
273:
477:
jitter to all particles in our universe as the forces push back and forth against each other. For a
1253:
1085:
789:
540:
462:
244:
and high-precision. High-precision physics engines require more processing power to calculate very
1070:
902:
886:
805:
715:
602:
576:
372:
because they are faster and easier to calculate, but modern games and movies are starting to use
249:
physics engine is essentially a big calculator that does mathematics needed to simulate physics.
35:
376:. Soft body physics are also used for particle effects, liquids and cloth. Some form of limited
762:
245:
824:
815:
754:
Modeling and the simulation of mechanical systems with contact, impact and
Coulomb's friction
563:
82:
1182:
1177:
1129:
871:
729:
724:
509:
359:
217:
8:
1258:
1248:
1172:
891:
876:
594:
586:
501:
389:
369:
317:
189:
185:
177:
152:
1268:
1222:
1047:
881:
590:
533:
505:
373:
193:
1273:
1162:
929:
830:
710:
640:
provide support for rigid body dynamics computations on their latest graphics cards.
547:
421:
304:
Physics engines have been commonly used on supercomputers since the 1980s to perform
201:
173:
1263:
1238:
794:
661:) technology that offers both a low and high-level API to the GPU. For their GPUs,
646:
425:
325:
313:
197:
554:
Finally, hybrid methods are possible that combine aspects of the above paradigms.
436:
An alternative to using bounding box-based rigid body physics systems is to use a
1187:
1139:
866:
474:
237:
221:
213:
181:
1010:
620:
1207:
745:
734:
666:
598:
517:
437:
377:
524:
tools. There are three major paradigms for the physical simulation of solids:
450:
of the 3D object is altered by the finite element system through the use of a
1304:
609:
performs graphics operations in the main CPU's place. The term was coined by
486:
328:
not modeled in the simulation can drastically change the predicted results.
1124:
861:
478:
455:
real-time finite element systems began to be used in games, beginning with
441:
396:
348:
309:
1077:
995:
Erleben, Kenny; Sporring, Jon; Henriksen, Knud; Dohlmann, Henrik (2005).
489:
412:
406:
Another aspect of precision in discrete collision detection involves the
400:
344:
1030:
261:
1289:
800:
582:
332:
205:
500:
Physics engines for video games typically have two core components, a
1167:
649:
supports a GPU-based
Newtonian physics acceleration technology named
482:
407:
321:
297:
24:
971:"Doc:Manual/Game Engine/Logic/Object type/Rigid body - BlenderWiki"
702:- open source hardware accelerated multiphysics simulation software
354:
748:- An open source simulation engine for multi-physics applications.
1243:
1212:
820:
751:
521:
473:
In the real world, physics is always active. There is a constant
145:
994:
848:
643:
637:
446:
331:
Tire manufacturers use physics simulations to examine how new
1197:
1157:
740:
705:
672:
621:
General-purpose computing on graphics processing unit (GPGPU)
610:
528:
Penalty methods, where interactions are commonly modelled as
440:-based system. In such a system, a 3-dimensional, volumetric
293:
851:- Visual Simulation engine for linear and nonlinear dynamics
220:. The term is sometimes used more generally to describe any
1202:
776:
654:
532:
systems. This type of engine is popular for deformable, or
662:
633:
606:
585:. Examples of calculations involving a PPU might include
1011:"NVIDIA 8800 features page - Quantum Effects Technology"
16:
Software for approximate simulation of physical systems
950:"Graphical Modeling and Animation of Brittle Fracture"
737:- A uniform API that supports multiple physics engines
627:
General-purpose computing on graphics processing units
158:
Gravity, collision detection and rotation calculations
721:
Jolt
Physics - Horizon Forbidden West physics engine
353:
In most computer games, speed of the processors and
212:). Their main uses are in video games (typically as
49:. Unsourced material may be challenged and removed.
842:
669:(CTM), which provides a thin hardware interface.
1302:
570:
973:. Wiki.blender.org. 2009-11-20. Archived from
1093:
1069:. Digital Rune. Mar 30, 2015 . Archived from
758:SOFA (Simulation Open Framework Architecture)
683:
292:One of the first general purpose computers,
779:(Dax Phyz) - 2.5D physics simulator/editor.
236:There are generally two classes of physics
224:for simulating physical phenomena, such as
1107:
1100:
1086:
921:
368:character animation in the past only used
127:
109:Learn how and when to remove this message
216:), in which case the simulations are in
784:Closed source/limited free distribution
543:are solved that estimate physical laws.
308:modeling, where particles are assigned
1303:
1218:Simulation Open Framework Architecture
383:
226:high-performance scientific simulation
1081:
653:. NVIDIA provides an SDK Toolkit for
431:
252:
688:
256:
47:adding citations to reliable sources
18:
659:Compute Unified Device Architecture
550:are applied to object interactions.
13:
1039:
562:A primary limit of physics engine
468:
14:
1332:
1055:
601:, hair and clothing simulation,
539:Constraint based methods, where
260:
23:
925:Game Physics Engine Development
735:PAL (Physics Abstraction Layer)
338:
34:needs additional citations for
1031:Jolt Physics GitHub Repository
1024:
1003:
988:
963:
942:
922:Millington, Ian (2007-03-07).
915:
897:Linear complementarity problem
843:High precision physics engines
557:
458:Star Wars: The Force Unleashed
428:does not suffer this problem.
231:
1:
908:
665:offers a similar SDK, called
571:Physics processing unit (PPU)
546:Impulse based methods, where
176:that provides an approximate
1112:
1051:. O'Reilly & Associates.
952:. Graphics.eecs.berkeley.edu
495:
306:computational fluid dynamics
7:
1048:Physics for Game Developers
855:
700:Advanced Simulation Library
200:, of use in the domains of
10:
1337:
1135:Physically based animation
678:
651:Quantum Effects Technology
624:
574:
387:
342:
1282:
1231:
1193:Physics Abstraction Layer
1148:
1120:
684:Real-time physics engines
126:
1316:Computer physics engines
1254:Digital Molecular Matter
790:Digital Molecular Matter
463:Digital Molecular Matter
155:, no rigid body dynamics
148:, no collision detection
1045:Bourg, David M. (2002)
997:Physics-Based Animation
903:Finite Element Analysis
887:Physics processing unit
716:Chipmunk physics engine
603:finite element analysis
577:Physics processing unit
1321:Video game development
1063:"Physics Engines List"
763:Tokamak physics engine
825:Algoryx Simulation AB
816:Algoryx Simulation AB
808:by CMLabs Simulations
1183:Open Dynamics Engine
1178:Newton Game Dynamics
1130:Procedural animation
872:Procedural animation
730:Open Dynamics Engine
725:Newton Game Dynamics
541:constraint equations
43:improve this article
892:Cell microprocessor
877:Rigid body dynamics
718:- 2D physics engine
595:collision detection
587:rigid body dynamics
510:dynamics simulation
502:collision detection
390:Collision detection
384:Collision detection
370:rigid body dynamics
318:weather forecasting
190:collision detection
186:rigid body dynamics
153:collision detection
123:
882:Soft body dynamics
591:soft body dynamics
506:collision response
452:deformation shader
432:Soft-body dynamics
326:small fluctuations
272:. You can help by
253:Scientific engines
194:soft body dynamics
121:
1311:Computer graphics
1298:
1297:
935:978-1-4822-6732-7
839:
838:
831:Valve Corporation
534:soft-body physics
522:asset integration
514:fluid simulations
374:soft body physics
314:vector processors
290:
289:
202:computer graphics
174:computer software
166:
165:
134:
119:
118:
111:
93:
1328:
1239:AGX Multiphysics
1102:
1095:
1088:
1079:
1078:
1074:
1033:
1028:
1022:
1021:
1019:
1018:
1007:
1001:
1000:
992:
986:
985:
983:
982:
967:
961:
960:
958:
957:
946:
940:
939:
919:
812:AGX Multiphysics
689:
647:GeForce 8 series
508:system, and the
418:
366:Physically-based
285:
282:
264:
257:
182:physical systems
136:
135:
124:
120:
114:
107:
103:
100:
94:
92:
58:"Physics engine"
51:
27:
19:
1336:
1335:
1331:
1330:
1329:
1327:
1326:
1325:
1301:
1300:
1299:
1294:
1278:
1227:
1150:
1144:
1140:Ragdoll physics
1116:
1109:Physics engines
1106:
1073:on Mar 9, 2016.
1061:
1058:
1042:
1040:Further reading
1037:
1036:
1029:
1025:
1016:
1014:
1009:
1008:
1004:
993:
989:
980:
978:
969:
968:
964:
955:
953:
948:
947:
943:
936:
920:
916:
911:
867:Ragdoll physics
858:
845:
840:
686:
681:
629:
623:
579:
573:
560:
518:control systems
498:
475:Brownian motion
471:
469:Brownian motion
434:
416:
392:
386:
351:
343:Main articles:
341:
286:
280:
277:
270:needs expansion
255:
234:
222:software system
162:
161:
128:
115:
104:
98:
95:
52:
50:
40:
28:
17:
12:
11:
5:
1334:
1324:
1323:
1318:
1313:
1296:
1295:
1293:
1292:
1286:
1284:
1283:Related topics
1280:
1279:
1277:
1276:
1271:
1266:
1261:
1256:
1251:
1246:
1241:
1235:
1233:
1229:
1228:
1226:
1225:
1220:
1215:
1210:
1208:Project Chrono
1205:
1200:
1195:
1190:
1185:
1180:
1175:
1170:
1165:
1160:
1154:
1152:
1146:
1145:
1143:
1142:
1137:
1132:
1127:
1121:
1118:
1117:
1105:
1104:
1097:
1090:
1082:
1076:
1075:
1057:
1056:External links
1054:
1053:
1052:
1041:
1038:
1035:
1034:
1023:
1002:
987:
962:
941:
934:
913:
912:
910:
907:
906:
905:
900:
894:
889:
884:
879:
874:
869:
864:
857:
854:
853:
852:
844:
841:
837:
836:
835:
834:
827:
818:
809:
803:
797:
792:
786:
785:
781:
780:
773:
772:
767:
766:
765:
760:
755:
749:
746:Project Chrono
743:
738:
732:
727:
722:
719:
713:
708:
703:
696:
695:
687:
685:
682:
680:
677:
667:Close to Metal
625:Main article:
622:
619:
599:fluid dynamics
575:Main article:
572:
569:
559:
556:
552:
551:
544:
537:
497:
494:
470:
467:
438:finite element
433:
430:
388:Main article:
385:
382:
378:fluid dynamics
340:
337:
288:
287:
267:
265:
254:
251:
233:
230:
198:fluid dynamics
170:physics engine
164:
163:
160:
159:
156:
149:
143:
138:
137:
122:Physics engine
117:
116:
31:
29:
22:
15:
9:
6:
4:
3:
2:
1333:
1322:
1319:
1317:
1314:
1312:
1309:
1308:
1306:
1291:
1288:
1287:
1285:
1281:
1275:
1272:
1270:
1267:
1265:
1262:
1260:
1257:
1255:
1252:
1250:
1247:
1245:
1242:
1240:
1237:
1236:
1234:
1230:
1224:
1221:
1219:
1216:
1214:
1211:
1209:
1206:
1204:
1201:
1199:
1196:
1194:
1191:
1189:
1186:
1184:
1181:
1179:
1176:
1174:
1171:
1169:
1166:
1164:
1161:
1159:
1156:
1155:
1153:
1147:
1141:
1138:
1136:
1133:
1131:
1128:
1126:
1123:
1122:
1119:
1114:
1110:
1103:
1098:
1096:
1091:
1089:
1084:
1083:
1080:
1072:
1068:
1064:
1060:
1059:
1050:
1049:
1044:
1043:
1032:
1027:
1012:
1006:
998:
991:
977:on 2011-10-01
976:
972:
966:
951:
945:
937:
931:
928:. CRC Press.
927:
926:
918:
914:
904:
901:
898:
895:
893:
890:
888:
885:
883:
880:
878:
875:
873:
870:
868:
865:
863:
860:
859:
850:
847:
846:
832:
828:
826:
822:
819:
817:
813:
810:
807:
804:
802:
798:
796:
793:
791:
788:
787:
783:
782:
778:
775:
774:
771:Public domain
770:
769:
768:
764:
761:
759:
756:
753:
750:
747:
744:
742:
739:
736:
733:
731:
728:
726:
723:
720:
717:
714:
712:
709:
707:
704:
701:
698:
697:
693:
692:
691:
690:
676:
674:
670:
668:
664:
660:
656:
652:
648:
645:
641:
639:
635:
628:
618:
616:
612:
608:
604:
600:
596:
592:
588:
584:
578:
568:
565:
555:
549:
545:
542:
538:
535:
531:
527:
526:
525:
523:
519:
515:
511:
507:
503:
493:
491:
488:
487:virtual world
484:
480:
476:
466:
464:
460:
459:
453:
448:
443:
439:
429:
427:
423:
415:
414:
409:
404:
402:
399:, sphere, or
398:
391:
381:
379:
375:
371:
367:
363:
361:
356:
350:
346:
336:
334:
329:
327:
323:
319:
315:
311:
310:force vectors
307:
302:
299:
295:
284:
275:
271:
268:This section
266:
263:
259:
258:
250:
247:
243:
239:
229:
227:
223:
219:
215:
211:
207:
203:
199:
195:
191:
187:
183:
179:
175:
171:
157:
154:
150:
147:
144:
141:
140:
125:
113:
110:
102:
91:
88:
84:
81:
77:
74:
70:
67:
63:
60: –
59:
55:
54:Find sources:
48:
44:
38:
37:
32:This article
30:
26:
21:
20:
1125:Game physics
1108:
1071:the original
1066:
1046:
1026:
1015:. Retrieved
1013:. Nvidia.com
1005:
996:
990:
979:. Retrieved
975:the original
965:
954:. Retrieved
944:
924:
917:
862:Game physics
671:
650:
642:
630:
614:
580:
561:
553:
516:, animation
499:
479:game physics
472:
456:
442:tessellation
435:
411:
405:
397:bounding box
393:
364:
352:
349:Game physics
339:Game engines
330:
303:
291:
278:
274:adding to it
269:
235:
169:
167:
151:Gravity and
105:
96:
86:
79:
72:
65:
53:
41:Please help
36:verification
33:
1232:Proprietary
1151:open source
829:Rubikon by
694:Open source
615:exclusively
583:video games
558:Limitations
530:mass-spring
490:Second Life
413:Second Life
401:convex hull
345:Game engine
281:August 2010
232:Description
206:video games
188:(including
180:of certain
99:August 2010
1305:Categories
1290:Tire model
1017:2010-08-16
981:2010-08-16
956:2012-09-01
909:References
801:Epic Games
617:as a PPU.
461:that used
333:tire tread
322:heat sinks
214:middleware
208:and film (
184:, such as
178:simulation
142:No physics
69:newspapers
1168:Cannon.js
799:Chaos by
496:Paradigms
483:framerate
408:framerate
298:artillery
242:real-time
218:real-time
1259:Euphoria
1249:Chipmunk
1173:Chipmunk
1067:Database
856:See also
644:NVIDIA's
548:impulses
355:gameplay
1269:Reactor
1244:Algodoo
1223:Tokamak
1213:Siconos
821:Algodoo
752:Siconos
679:Engines
564:realism
246:precise
238:engines
146:Gravity
83:scholar
1274:Vortex
1163:Bullet
1149:Free /
932:
849:VisSim
806:Vortex
711:Bullet
638:NVIDIA
447:solver
422:Bullet
360:Source
196:, and
85:
78:
71:
64:
56:
1264:Havok
1198:PhysX
1158:Box2D
833:
795:Havok
741:PhysX
706:Box2D
673:PhysX
611:Ageia
426:Havok
417:'
294:ENIAC
90:JSTOR
76:books
1203:Phyz
1188:OPAL
1113:list
930:ISBN
777:Phyz
655:CUDA
636:and
520:and
347:and
62:news
823:by
814:by
663:AMD
634:AMD
607:GPU
424:or
276:.
210:CGI
192:),
172:is
45:by
1307::
1065:.
597:,
593:,
589:,
240::
228:.
204:,
168:A
1115:)
1111:(
1101:e
1094:t
1087:v
1020:.
999:.
984:.
959:.
938:.
657:(
536:.
504:/
283:)
279:(
112:)
106:(
101:)
97:(
87:·
80:·
73:·
66:·
39:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.