jinngine

Free multibody physics engine written in Java
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jinngine Ranking & Summary

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  • Rating:
  • License:
  • GPL
  • Price:
  • FREE
  • Publisher Name:
  • Morten Silcowitz
  • Publisher web site:
  • Operating Systems:
  • Mac OS X 10.0 or later
  • File Size:
  • 224 KB

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jinngine Description

Free multibody physics engine written in Java jinngine is a 3-d Constraint-based multibody physics engine written in entirely Java, aimed at real-time capabilities. The user can model geometries, bodies, joints, and parameters. Here are some key features of "jinngine": · Constraint based physics solver, (PGS) which is pretty much used in most engines. · Accurate and fast SAP/GJK collision detection for convex quadric shapes. More advanced collision detection can be obtained by creating compositions of convex shapes. Jinngine uses a heuristic method for contact determination, which is mostly borrowed from the Bullet physics engine. This method works reasonable, but should be improved/replaced en the near future. · Jinngine has a fairly simple API, that can be used to setup and simulate/animate physical configurations, composed of bodies, joints, contact constraints and forces. · Jinngine is a 100% java, with both the advantages and drawbacks this includes. To mention some advantages, those are easier development process (compared to c++), better portability across operating systems, and the increasing performance and relevance of virtual machines in general. Requirements: · Java What's New in This Release: · Collision detection drastically improved, now handles penetrations correctly, and calculates correct penetration depths for individual contact points. This allows for much more stable simulation, as well as much larger time-steps without corrupting scene. · Contact constraints now includes non-repulsive geometric correction, removing alignment artifacts, which stabilises animation · Geometry handling is updated, so that compositions of geometry is more easy to handle. · Bug fixes in GJK implementation · PGS solver optimized a bit · Tests of composition of geometry added Bugs: · Sleeping handling works, but is rather buggy. Setting sleeping limits too high results in unstable animation, but should ideally result in animation freezing prematurely. · The EPA algorithm sometimes fails to compute correct penetration depths · Garbage collection causes pauses in animation Planed changes: · Cleaning up forces and joints, so they will be used in a uniform way. · Writing documentation for forces and joints · Adding triggers and event handling for animation events


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