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Physics is also about optics, so why is it not called game mechanics ? Arnero 20:06, 1 November 2006 (UTC)
Other than Second Life and Gary's Mod for Half Life 2, there aren't many easily accessible ways for non-programmers to experiment with physics engines.
Meanwhile, the documentation of how physics works in Second Life isn't written down anywhere in an official manual, but if you start experimenting with physics you will discover these operational conditions sooner or later.
I might eventually provide other video demonstrations like my SL exploding wheeled cart, since about the only way to show how it works is to actually do it and then record the results.
DMahalko 22:25, 27 April 2007 (UTC)
The list of "paradigms" is not an established list. In fact, most if not all engines use "constraints" to model jointed/constrained mechanical systems. These constraints can be implemented as soft or hard potentials. A soft potential is often referred to as a penalty method and the most common model is a spring-damper model. This model runs into stability problems for stiff springs. In the limit of hard potentials the model goes into an implicit-or semi-implicit scheme that requires that a system of equations is solved. This can be solved using either direct or iterative solvers. The use of propagational iterative solvers (e.g. Gauss-Seidel) is what is nick-named "impulsive model" since the successive iterates update the velocities of the system in a way that reminds of impulses. A more correct notation would therefore be:
In the first paragraph under the Game Engines, it says "The simplified mesh used for physics processing is often referred to as the bounding box." I believe a bounding box is not just any simplified mesh, but as its name suggests, is a box that bounds the object and is used for a preliminary test for collision or for the actual collision test itself. —Preceding unsigned comment added by 69.109.209.33 ( talk • contribs)
Image:Kis2.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Wikipedia:Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.
If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
BetacommandBot 21:45, 6 November 2007 (UTC)
http://www.nvidia.com/object/io_1202161567170.html
That's interesting - it means that the patent issues that are thought to have clobbered the NV Physics SDK will magically "go away", so nVidia would be free to do Physics on the GPU much more cleanly. Hardware physics actually stands a chance of happening now! SteveBaker ( talk) 21:19, 5 February 2008 (UTC)
I added Phun to the closed source/limited free distribution list. Phun is a 2D physics sandbox from Algoryx. I might add an article about it, as most things are well documented on our own wiki anyway.
~link0007 —Preceding unsigned comment added by 84.25.229.124 ( talk) 16:16, 2 July 2008 (UTC)
I'd like to know the policy for referencing physics engines here. Apparently, several engines were deleted from the lists, as well as their entire entries in wikipedia - while some other engines are apparently still listed, and also still have their own entries in wikipedia intact. The policy for deletion appears to be pretty random, and this strikes at the quality of the entire topic. Kenbon ( talk) 15:12, 8 October 2008 (UTC)
I'd like to know who the heck mentioned working model as 'high preicision'. I just spent a semester in a class learning how to use that thing, and it's horrendous - you can't even define reference geometry! Every time you want a reference item, you have to define an item, then tell it not to collide, and change its mass to zero, and then make it invisible after you connect things to it. Then, when you click run, unless you set your frames to be ridiculously close together, it will come up with some problem about how an object passed entirely through another since the last frame. —Preceding unsigned comment added by 24.121.161.224 ( talk) 03:54, 24 December 2008 (UTC)
just mengioning there is Digital molecular matter missing from the engine list :D —Preceding unsigned comment added by 90.191.39.41 ( talk) 02:17, 15 April 2009 (UTC)
Another engine missing in the list of proprietary engines is AGX Multiphysics by Algoryx Simulation. It is the engine used e.g. in the Algodoo physics sandbox, which has had about two million downloads, and is used by several hundred thousand users in 57 countries, and it is also used by numerous industry users for engineering simulation. It was once listed but apparently removed by "Dantexyz" with the somewhat astonishing argument that AGX is "not a popular physics engine". — Preceding unsigned comment added by DrProfAlb ( talk • contribs) 15:13, 23 February 2011 (UTC)
Initial information can be found here 188.16.99.208 ( talk) 12:38, 7 April 2010 (UTC)
After the intro sentence in the "Brownian Motion" section, the rest of the section is unrelated to brownian motion. A changed heading would be appropriate, but I'm a physicist, not a game guy, so I don't know what you'd actually call the algorithmic stuff it's referring to. —Preceding unsigned comment added by Horn.imh ( talk • contribs) 23:03, 1 May 2011 (UTC)
Rubikon is Valve's in house physics engine for Source 2. — Preceding unsigned comment added by 74.96.229.39 ( talk) 14:39, 21 October 2020 (UTC)
This article was the subject of a Wiki Education Foundation-supported course assignment, between 21 August 2023 and 16 December 2023. Further details are available
on the course page. Student editor(s):
Suidrew (
article contribs). Peer reviewers:
Timbenuka,
Kmijares.
— Assignment last updated by Kmijares ( talk) 22:40, 15 November 2023 (UTC)
This is the
talk page for discussing improvements to the
Physics engine article. This is not a forum for general discussion of the article's subject. |
Article policies
|
Find video game sources: "Physics engine" – news · newspapers · books · scholar · JSTOR · free images · free news sources · TWL · NYT · WP reference · VG/RS · VG/RL · WPVG/Talk |
![]() | This article is rated C-class on Wikipedia's
content assessment scale. It is of interest to multiple WikiProjects. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Physics is also about optics, so why is it not called game mechanics ? Arnero 20:06, 1 November 2006 (UTC)
Other than Second Life and Gary's Mod for Half Life 2, there aren't many easily accessible ways for non-programmers to experiment with physics engines.
Meanwhile, the documentation of how physics works in Second Life isn't written down anywhere in an official manual, but if you start experimenting with physics you will discover these operational conditions sooner or later.
I might eventually provide other video demonstrations like my SL exploding wheeled cart, since about the only way to show how it works is to actually do it and then record the results.
DMahalko 22:25, 27 April 2007 (UTC)
The list of "paradigms" is not an established list. In fact, most if not all engines use "constraints" to model jointed/constrained mechanical systems. These constraints can be implemented as soft or hard potentials. A soft potential is often referred to as a penalty method and the most common model is a spring-damper model. This model runs into stability problems for stiff springs. In the limit of hard potentials the model goes into an implicit-or semi-implicit scheme that requires that a system of equations is solved. This can be solved using either direct or iterative solvers. The use of propagational iterative solvers (e.g. Gauss-Seidel) is what is nick-named "impulsive model" since the successive iterates update the velocities of the system in a way that reminds of impulses. A more correct notation would therefore be:
In the first paragraph under the Game Engines, it says "The simplified mesh used for physics processing is often referred to as the bounding box." I believe a bounding box is not just any simplified mesh, but as its name suggests, is a box that bounds the object and is used for a preliminary test for collision or for the actual collision test itself. —Preceding unsigned comment added by 69.109.209.33 ( talk • contribs)
Image:Kis2.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.
Please go to the image description page and edit it to include a fair use rationale. Using one of the templates at Wikipedia:Fair use rationale guideline is an easy way to insure that your image is in compliance with Wikipedia policy, but remember that you must complete the template. Do not simply insert a blank template on an image page.
If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.
BetacommandBot 21:45, 6 November 2007 (UTC)
http://www.nvidia.com/object/io_1202161567170.html
That's interesting - it means that the patent issues that are thought to have clobbered the NV Physics SDK will magically "go away", so nVidia would be free to do Physics on the GPU much more cleanly. Hardware physics actually stands a chance of happening now! SteveBaker ( talk) 21:19, 5 February 2008 (UTC)
I added Phun to the closed source/limited free distribution list. Phun is a 2D physics sandbox from Algoryx. I might add an article about it, as most things are well documented on our own wiki anyway.
~link0007 —Preceding unsigned comment added by 84.25.229.124 ( talk) 16:16, 2 July 2008 (UTC)
I'd like to know the policy for referencing physics engines here. Apparently, several engines were deleted from the lists, as well as their entire entries in wikipedia - while some other engines are apparently still listed, and also still have their own entries in wikipedia intact. The policy for deletion appears to be pretty random, and this strikes at the quality of the entire topic. Kenbon ( talk) 15:12, 8 October 2008 (UTC)
I'd like to know who the heck mentioned working model as 'high preicision'. I just spent a semester in a class learning how to use that thing, and it's horrendous - you can't even define reference geometry! Every time you want a reference item, you have to define an item, then tell it not to collide, and change its mass to zero, and then make it invisible after you connect things to it. Then, when you click run, unless you set your frames to be ridiculously close together, it will come up with some problem about how an object passed entirely through another since the last frame. —Preceding unsigned comment added by 24.121.161.224 ( talk) 03:54, 24 December 2008 (UTC)
just mengioning there is Digital molecular matter missing from the engine list :D —Preceding unsigned comment added by 90.191.39.41 ( talk) 02:17, 15 April 2009 (UTC)
Another engine missing in the list of proprietary engines is AGX Multiphysics by Algoryx Simulation. It is the engine used e.g. in the Algodoo physics sandbox, which has had about two million downloads, and is used by several hundred thousand users in 57 countries, and it is also used by numerous industry users for engineering simulation. It was once listed but apparently removed by "Dantexyz" with the somewhat astonishing argument that AGX is "not a popular physics engine". — Preceding unsigned comment added by DrProfAlb ( talk • contribs) 15:13, 23 February 2011 (UTC)
Initial information can be found here 188.16.99.208 ( talk) 12:38, 7 April 2010 (UTC)
After the intro sentence in the "Brownian Motion" section, the rest of the section is unrelated to brownian motion. A changed heading would be appropriate, but I'm a physicist, not a game guy, so I don't know what you'd actually call the algorithmic stuff it's referring to. —Preceding unsigned comment added by Horn.imh ( talk • contribs) 23:03, 1 May 2011 (UTC)
Rubikon is Valve's in house physics engine for Source 2. — Preceding unsigned comment added by 74.96.229.39 ( talk) 14:39, 21 October 2020 (UTC)
This article was the subject of a Wiki Education Foundation-supported course assignment, between 21 August 2023 and 16 December 2023. Further details are available
on the course page. Student editor(s):
Suidrew (
article contribs). Peer reviewers:
Timbenuka,
Kmijares.
— Assignment last updated by Kmijares ( talk) 22:40, 15 November 2023 (UTC)