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.
Sur cette page du site, vous pouvez voir la vidéo en ligne Concurrent Java physics engine tech demo durée heure minute seconde en bonne qualité , qui a été Téléchargé par l'utilisateur Batsbak 03 avril 2011, Partagez le lien avec vos amis et connaissances, sur youtube cette vidéo a déjà été regardée 4,710 fois et il a aimé 20 téléspectateurs. Bon visionnage!