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jME Physics 2

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  Analyzed 12 months ago

jME Physics System provides an interface between jME (jMonkey Engine) and physics engines (currently ODE [Open Dynamics Engine], JOODE and PhysX).

16K lines of code

0 current contributors

over 7 years since last commit

15 users on Open Hub

Activity Not Available
5.0
 
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Xith3D

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  Analyzed about 2 months ago

The Xith3d project consists of powerful middleware consisting of a scenegraph and an extensible renderer. The goal is to create a lean and performative scenegraph and renderer while at the same time allowing for extensions and enchancements to all stages of the rendering pipeline. You can think of ... [More] it as a 3D engine. It allows to create games, or any application requiring a 3D visualization. It's versatile, usable with JOGL or LWJGL, embeddable in AWT, Swing, SWT (Eclipse). It has support for physics engine (JOODE), and many development facilities. It's fast and easy-to-use. [Less]

124K lines of code

0 current contributors

over 2 years since last commit

9 users on Open Hub

Activity Not Available
3.66667
   
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Gnoll

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  Analyzed over 2 years ago

Gnoll is a free 3d action/rpg game engine.

24.9K lines of code

0 current contributors

about 7 years since last commit

5 users on Open Hub

Activity Not Available
4.75
   
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gazebosim

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  Analyzed 2 months ago

Gazebo is a multi-robot simulator for outdoor environments.

666K lines of code

46 current contributors

3 months since last commit

4 users on Open Hub

Activity Not Available
0.0
 
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AllBinary Platform

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  Analyzed about 2 months ago

The AllBinary Platform contains the following: : AllBinary Game Development Kit (http://allbinarygames.appspot.com) includes the AllBinary Multi-Platform Development Kit : Freeblisket/Weblisket E-Commerce Solution (http://www.allbinary.com) : AllBinary Input Automation : AllBinary Vector ... [More] Graphics Tool : AllBinary Sprite Tool : And Everything Else AllBinary. [Less]

245K lines of code

1 current contributors

9 months since last commit

2 users on Open Hub

Activity Not Available
3.0
   
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Licenses: No declared licenses

Sefirs

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  Analyzed about 2 months ago

Sefirs provides a Java Thread-like class that executes over simulated time. Time units are user-definable, there is no time quanta, and neither changes to the VM nor pre-processing (like bytecode re-writers) are required. Sefirs accomplishes this by providing a framework for native thread-based continuations in Java.

4.95K lines of code

0 current contributors

over 7 years since last commit

2 users on Open Hub

Activity Not Available
5.0
 
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m-a-d-n-e-s-s

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  Analyzed about 1 year ago

MADNESS provides a high-level environment for the solution of integral and differential equations in many dimensions using adaptive, fast methods with guaranteed precision based on multi-resolution analysis and novel separated representations. There are three main components to MADNESS. At the ... [More] lowest level is a new petascale parallel programming environment that increases programmer productivity and code performance/scalability while maintaining backward compatibility with current programming tools such as MPI and Global Arrays. The numerical capabilities built upon the parallel tools provide a high-level environment for composing and solving numerical problems in many (1-6+) dimensions. Finally, built upon the numerical tools are new applications with initial focus upon chemistry, atomic and molecular physics, material science, and nuclear structure. Please look in the wiki for more information and project activity. Getting the sourceAnonymous, read-only source checkout: svn checkout http://m-a-d-n-e-s-s.googlecode.com/svn/local/trunk m-a-d-n-e-s-s-read-onlyDevelopers, please see the wiki Subversion page for instructions. Underneath the hoodIf you would like a glimpse at what's going on under the hood have a look at this call graph generated using the Google perftools. It nicely shows how work is funneled through the task-queue and how about 50% of the time is spent in the optimized matrix routines. The calculation computed the energy and gradient for di-nitrogen using the local density approximation on a two-core Thinkpad x61t. FundingThe developers gratefully acknowledge the support of the Department of Energy, Office of Science, Office of Basic Energy Sciences and Office of Advanced Scientific Computing Research, under contract DE-AC05-00OR22725 with Oak Ridge National Laboratory. The developers gratefully acknowledge the support of the National Science Foundation under grant 0509410 to the University of Tennessee in collaboration with The Ohio State University (P. Sadayappan). The MADNESS parallel runtime and parallel tree-algorithms include concepts and software developed under this project. The developers gratefully acknowledge the support of the National Science Foundation under grant NSF OCI-0904972 to the University of Tennessee. The solid state physics and multiconfiguration SCF capabilities are being developed by this project. The developers gratefully acknowledge the support of the Defense Advanced Research Projects Agency (DARPA) under subcontract from Argonne National Laboratory as part of the High-Productivity Computer Systems (HPCS) language evaluation project. [Less]

784K lines of code

20 current contributors

about 1 year since last commit

1 users on Open Hub

Activity Not Available
0.0
 
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AndEnginePhysicsBox2DExtension

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  Analyzed about 1 year ago

This project is an extension to AndEngine, the free Android 2D OpenGL Game Engine. It utilizes Box2D, a high-performance 2D physics engine written in C++ by Erin Catto.

15.7K lines of code

0 current contributors

almost 6 years since last commit

1 users on Open Hub

Activity Not Available
5.0
 
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krayserkraw

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  Analyzed about 1 year ago

Abstract Integration of collision and graphics layers at sub-entity level Motivation One of the most astonishing features shown in Crysis is the tight integration of the collision and graphics layers. This can be seen in the way plants bend when the character passes through them, or the ... [More] sensation of a completely interactive world where everything can be touched, bent, broken, shot or utterly destroyed. There is a sense that any level of world subdivision (tree, branch, leaf) that is convenient for collision/physics modeling can be mapped into a convenient graphics structure realistically showing the results of that simulation. The implementation of how collision is mapped into renderable graphics in most current game technology makes it almost impossible to think of achieving such close interdependence between both layers, due to both performance and most importantly, the wrong design in the interface of both systems: the collision layer is a black box accessible only as one-piece entities, no matter how many geometries it contains; and typical scene graphs lack both the capability to dynamically tweak the inner hierarchical structure of a pre-defined graphical construct, except internally (purely graphic animation). This is why ragdoll-character integration is so difficult to achieve, and why something that looks as simple and obvious as colliding particles looks as such an advanced feature. This project tries to prove wrong the idea that graphics and collision layers are only capable of interaction at the entity (global transform) level. I will develop a basic framework for both collision/physics simulation and graphics that allows both a physics-controlled structure arbitrarily map itself correctly into its graphics representation. This interaction can be applied at several levels: · Map rigid-body physics to a rigid, hierarchical graphic transform · Map hierarchical, joint-based collision structures to deformable, skinned meshes · Map arbitrary damage or destruction effects into its graphic visualization: bending, bumping, crushing, breaking or plain blowing the object to smithereens. · Map arbitrary deformation of a solid mesh into a graphic mesh at vertex level (eg. cloth animation) · Map arbitrary fluid deformation and dynamics into a graphic fluid volume With this project I plan to devise an alternate representation for hierarchical graphics, and a flexible interface for modifying the internals of such a structure, as well as the internals of defining a collision layer. [Less]

16.5K lines of code

0 current contributors

over 2 years since last commit

1 users on Open Hub

Activity Not Available
0.0
 
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ReactPhysics3D

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  Analyzed 7 months ago

ReactPhysics3D is an open source C++ physics engine library that can be used in 3D simulations and games. The library is released under the ZLib license. ReactPhysics3D contains the following features : - Rigid body dynamics - Discrete collision detection - Collision shapes (Sphere, Box ... [More] , Cone, Cylinder, Capsule, Convex Mesh) - Multiple collision shapes per body - Broadphase collision detection (Dynamic AABB Tree) - Narrowphase collision detection (GJK/EPA) - Collision response and friction (Sequential Impulses Solver) - Joints (Ball and Socket, Hinge, Slider, Fixed) - Collision filtering with categories - Ray casting - Sleeping technique for inactive bodies - Integrated Profiler - Multi-platform (Windows, Linux, Mac OS X) - Documentation (User manual and Doxygen API) [Less]

481K lines of code

1 current contributors

9 months since last commit

1 users on Open Hub

Activity Not Available
0.0
 
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