| DigitalRune Physics |
DigitalRune Physics is a .NET class library for
game physics, especially rigid body dynamics. Such a library is usually called
a physics engine.
The library was designed for use in video games and virtual reality applications.
This topic contains the following sections:
Features
Here is an overview of features in this product.
General
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Intended and optimized for use in 3D real-time applications
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Multithreading support
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Extensible: Users can add new force effects, constraints (joints),
materials etc.
Simulation
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Rigid body dynamics
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Computation of mass properties for all kinds of shapes and general triangle meshes
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Force effects and force fields: Gravity, Damping, Explosion,
Buoyancy (bodies swimming in water)
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Materials supporting dry friction, restitution and surface
motion. Support for uniform materials, composite materials and
custom materials.
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Sleeping (Automatic deactivation of inactive objects)
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Continuous Collision Detection (CCD) for fast moving objects
Constraints
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Joints: ball-and-socked joint, cylindrical slider joint, prismatic
slider joint, fixed/weld joint, hinge/revolute joint, hinge-2 joint,
universal joint
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Joint limits: angular limits, linear limits, plane limit, twist-and-swing limit
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Free configurable constraints that can be used to create new constraint
types: AngularLimit, LinearLimit
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Motors and damped springs: Position motors, orientation motors,
velocity motors (servos)
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Miscellaneous constraints: No-rotation constraint, point-on-line
constraint, point-on-plane constraint
Special modules
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Ragdolls for Xbox LIVE Avatars (including blending of ragdoll physics and keyframed animation)
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Character controllers for computing 3D avatar movement
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Vehicle physics
Namespaces
Following namespaces belong to DigitalRune.Physics:
Subtopics