Physic Engine

   Open Dynamics Enginehttp://www.ode.org/

        Open source library for simulating rigid body dynamics. Integrated to Panda3D.

    Newton:  http://www.newtondynamics.com/index.html

        api, open source, well-documented, tutorial included, integrate with visual studio (c/c++), OpenGL, active forum. Recommended by Oscar :D

  • C-API
  • Available for Windows, Mac OS X, and Linux
  • plethora of convex collision shapes
  • compound collision shapes
  • continuous collision mode
  • hinge, ball, slider, corkscrew,... and custom joints
  • powerful custom constraint/joint API
  • special vehicle container
  • special ragdoll container
  • also usable as a stand-alone collision detection library

 

 

        Newton Game Dynamics is an integrated solution for real time simulation of physics environments. The API provides scene management, collision         detection, dynamic behavior and yet it is small, fast, stable and easy to use.

   Chipmunk: http://wiki.slembcke.net/main/published/Chipmunk

        Designed for 2d objects, well-known for collision detection, web-based documentation (better than Panda :D), simple tutorial. written in C.

  • Designed for 2D video games.
  • Circle, convex polygon, and line segment collision primitives.
  • Multiple collision primitives can be attached to the same rigid body.
  • Fast collision detection by using a spatial hash for the broad phase.
  • Extremely fast impulse solving by utilizing Erin Catto’s contact persistence algorithm.
  • Support for collision callbacks based on object types.
  • Impulses applied to contact points can be retrieved after the impulse solver has finished.
  • Several kinds of joints available.
  • C99 implementation, no external dependencies.
  • Ruby extension available.
  • Simple, read the documentation.
  • Unrestrictive MIT license.

   Box2D : http://www.box2d.org/index.html

        Also designed for 2d games primarily, user manual, active forum, Doxygen document with real code comments, OpenGL, VC8 (c++)

      Collision

  • Continuous collision detection.
  • Contact callbacks: add, persist, remove.
  • Convex polyons and circles.
  • Multiple shapes per body
  • One-shot contact manifolds
  • Incremental sweep-and-prune broadphase
  • Efficient pair management
  • Fast broadphase AABB queries
  • Collision groups and categories

      Physics

  • Continuous physics with time of impact island solver.
  • Persistent body-joint-contact graph
  • Island solution and sleep management
  • Contact, friction, and restitution
  • Stable stacking with a linear-time solver
  • Revolute, prismatic, distance, pulley, gear, and mouse joints
  • Joint limits, motors, and friction
  • Momentum decoupled position correction
  • Fairly accurate reaction forces/impulses

   Bullet : http://www.bulletphysics.com/Bullet/wordpress/

        c++, a lot of resources in their forum (physic simulation), good user manual. 3d games specified, The Library is free for commercial use and open            source under the ZLib License.

  • Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii and PC
  • Modular extendible C++ design with hot-swap of most components
  • Optimized back-ends with multi-threaded support for Playstation 3 Cell SPU and other platforms
  • Discrete and continuous collision detection (CCD)
  • Swept collision queries
  • Ray casting with custom collision filtering
  • Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.
  • Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket
  • Support for constraint limits and motors
  • Soft body support including cloth, rope and deformable
  • Bullet is integrated into Blender 3D and provides a Maya Plugin
  • Supports import and export into COLLADA 1.4 Physics format
  • Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures

PAL: http://www.adrianboeing.com/pal/index.html

Pal provides a unified interface to a number of different physics engines, including newton, box2d and bullet.

      ·  Collision subsystem

      ·  Solver subsystem (Multithreaded / Hardware acceleration)

      ·  Bodies (Static and Dynamic)

  • Box
  • Capsule
  • Compound
  • Convex
  • Sphere

      ·  Geometries

  • Box
  • Capsule
  • Convex Mesh
  • Concave Mesh (Terrain)
  • Height field (Terrain)
  • Plane (Terrain)
  • Sphere

      ·  Links

  • Spherical (Ball and Socket) Link
  • Revolute (Hinge) Link
  • Prismatic (Slider) Link
  • Generic 6DOF Link

       ·  Sensors

  • Contact
  • Compass (Angular position)
  • GPS (Global Positioning System - Position)
  • Gyroscope (Angular velocity)
  • Inclinometer (Angular position)
  • PSD (Position Sensitive Device - Ray casting)
  • Velocimeter (Linear velocity)
  • Transponder (Distance between two objects)

      ·  Actuators

  • Force actuator (Generic)
  • DC Motor
  • Servo Motor
  • Hydrofoil
  • Propeller
  • Spring

      ·  Fluids

  • Particle Fluids (SPH)
  • Buoyancy Force
  • Drag Force

·  Vehicles