We have hosted the application jolt physics in order to run this application in our online workstations with Wine or directly.
Quick description about jolt physics:
A multi core friendly rigid body physics and collision detection library suitable for games and VR applications, used by Horizon Forbidden West. So why create yet another physics engine? First of all, this has been a personal learning project and secondly I wanted to address some issues that I had with existing physics engines. In games we usually need to do many more things than to simulate the physics world and we need to do this across multiple threads. We therefore place a lot of emphasis on concurrently accessing the physics simulation data outside of the main physics simulation update. Sections of the world can be loaded / unloaded in the background. A batch of physics bodies can be prepared on a background thread without locking or affecting the physics simulation and then inserted into the world all at once with a minimal impact on performance.Features:
- Simulation of rigid bodies of various shapes using continous collision detection
- Simulation of constraints between bodies
- Motors to drive the constraints
- Collision detection
- Sensors (trigger volumes)
- Game character simulation (capsule)
Programming Language: C++.
Categories:
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