A short clip of the first running version of my physics engine implemented in Java. The shown scene (802 rigid bodies) takes ~7ms per physics update on average on an AMD X6 1090T with peak times of around 11ms (using six threads).
The resolution process still needs some tweaking, for example the stacking behavior of rigid bodies is currently very bad (stacks of more than two start vibrating and fall off). No performance optimization has been done yet.
The goal is a simple physics engine that supports some common shapes (box, sphere, cylinder), joints (probably mainly ball joints) and force generators (explosions, etc.) and that scales well with the number of available cores.
The basic contact resolution algorithmn is from the book "Game Physics Engine Development" by Ian Millington.
The renderer is also written in Java, using OpenGL via the Lightweight Java Game Library ( http://www.lwjgl.org/ ).
As I said this is the very first running version; as soon as the project is in a stable and useable state I will provide it as a library.
En esta página del sitio puede ver el video en línea Concurrent Java physics engine tech demo de Duración hora minuto segunda en buena calidad , que subió el usuario Batsbak 03 abril 2011, comparta el enlace con amigos y conocidos, en youtube este video ya ha sido visto 4,710 veces y le gustó 20 a los espectadores. Disfruta viendo!