What Is a Physics Engine?

The physics engine calculates motion, rotation, and collision responses by assigning real physical properties to rigid objects. Using a physics engine for each game is not completely necessary-simple "Newtonian" physics (such as acceleration and deceleration) can also be implemented to some extent by programming or scripting. However, when the game requires more complex objects to collide, roll, slide or bounce (such as racing games or bowling games), it is more difficult to programmatically.

Physics engine

The physics engine calculates motion, rotation, and
There is no such "physical effect" as mentioned in the game. It is not the same that people can see the movement. It is still moving. It is not just a pile of things there. To clarify this problem, it is actually very simple. In previous games, such as breaking an oil drum, the physics engine will follow
when
1. Havok:
The established king supports the following functions:
Collision Detection-including Continuous Physics?
MOPP? Technology-for compact representation of large collision meshes
Dynamics and Constraint Solving
Vehicle Dynamics
Data Serialization and Art Tool Support
Visual Debugger for in-game diagnostic feedback
Many games and software have chosen him as the physics engine, such as HALO3, Lost Planet, HL2, Cell Division,
Development Company / Author
Havok
CMLabs
PhysX has five applications in the game: particles, fluids, soft bodies, joints and cloth.

PhysX Physics Engine PhysX

PhysX is a set of technologies designed by NVIDIA to perform complex physical operations. NDIA PhysX is based on NDIA CUDA, allowing its users to perform physical operations with PhysX.
Physx
Implementing physics operations in games is no easy task. The physical operation effect is an environment that requires extremely high computing performance. Based on a set of unique physical algorithms, it requires a large number of simultaneous operation capabilities. Using NVIDIA & reg; GeForce & reg; processor that supports PhysX technology is the best way to achieve real-time physics effects, including dust, explosions that smash objects, vivid and realistic characters, and clothing Natural sagging and tearing. PhysX technology is widely used in more than 150 games, and its registered users have exceeded 10,000. This technology has been well supported on Sony's Playstation 3, Microsoft's Xbox 360, Nintendo's Wii, and personal computers, pushing the game to a whole new level.
In addition, NDIA PhysX is a powerful physics acceleration engine that enables real-time physics calculations on top PCs and games. PhysX is designed for hardware acceleration using powerful processors with hundreds of cores. Coupled with the GPU's super-parallel processing capabilities, PhysX will exponentially increase physics-accelerated processing capabilities and take your gaming experience to a whole new level, presenting a colorful and immersive physics gaming environment . The features are as follows:
Soot and accompanying debris caused by radon explosion
Complex, coherent geometric calculations make characters' movements and interactions more realistic
Breathtaking new weapon with visual effects
The weaving and tearing effect of the cloth pattern is very natural
Smoke tumbling around moving objects
Using NDIA to support PhysX GeForce processor is the only way to achieve real physical acceleration effect. Its scalable, complex, realistic and highly interactive features will completely subvert your entertainment experience.
NDIA integrates the PhysX engine into the physical operations of the CUDA architecture, so that the GeForce 8/9 and GT200 series can all support the PhysX engine. All games that have used PhysX technology support the new driver. Graphics card, the game will automatically select the graphics card for physical acceleration calculations, and will still use slower CPUs for calculations. In addition, PhysX is not only used in the game market, but also uses the CUDA general-purpose computing field for wider applications.
No matter GPU or CPU, PPU, Cell (PS3), HAL translation layer can be used to implement soft or solid body dynamics (Soft or Rigid Body Dynamics), universal collision detection (Universal Collision Detection), finite element analysis (Finite Element Analysis), Fluid Dynamics, Hair Simulation, and more advanced technologies such as Cloth Simulation and Natural Motion in the more advanced development platform APEX.
Through the CUDA common interface, the PhysX engine simulates the Thread Scheduler (Thread Manager) in the NVIDIA GPU as the Control Engine (Control Engine CE), and the Streaming Processors simulate the Vector Processing Engine (VPE), where the CE Control Engine is responsible The task assignment is equivalent to the competent authority in PhysX, and the real physical operation task is completed by the VPE vector engine, and finally output through the Data Movement Engine (DME).

Havok Physics Engine Havok

Havok was originally an industry-leading software service provider. Its physics engine is used by more than 200 games, and many movies also use the company's software technology. In September 2007, Intel suddenly announced the acquisition of Havok. The industry generally speculated that this move was to curb the expansion of NVIDIA and AMD in the field of game physics engines.
Havok
A few days ago, Intel launched a killer to expand the Havok physics engine market-for free! Havok has started offering full free downloads of its physics and animation engine products on its website. The content includes the Havok SDK library, samples, technical documents, and format conversion tools that support 3D modeling software such as Maya, 3ds Max, and Avid XSI. All you have to do is simply register your name and email and download it for free.

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