Flash - physics engine

Design Process, Concept Evaluation, Documentation, Sims

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Flash - physics engine

Postby PHY » May 25th, 2007, 7:35 pm

This physics engine works with penetration detection of any object. If a penetration (intersection) is detected the simulation will run backwards and forwards in frame-time, untill a accurate collision time is found. After that, the last detected collision is resolved.

More features:
ConvexPolygons as Springmodels
Time-exact simulation resolve
Space-Subvision by grids

[flash width=512 height=512 loop=true]misc/flash/eng/physics-engine.swf[/flash]
Posts: 223
Joined: June 22nd, 2006, 4:03 pm

Postby Resha Caner » March 1st, 2008, 1:46 am

I'm actually stale on proper terminology, but do you have an efficiency metric for your simulation? In other words, how close to real time could you get for a bouncing ball on a surface or something like that?

I did a lot of research on gear trains a few years back, and worked with a colleague where I laid out the physics of contact between gear teeth while he coded up the actual contact algorithm. I know he researched many different algorithms before picking one, but we never got anywhere close to running in real time.

Resha Caner
Posts: 4
Joined: March 1st, 2008, 1:35 am

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