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In a previous post SIMD Matters I discussed the big wins I got from graph coloring to make the contact solver faster.
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I’m happy to announce the release of Box3D, an open source 3D physics engine.
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Replay is a new system I developed for Box2D.
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Version 3.0 was released about 8 months ago.
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Dynamic Tree Insertion Dynamic tree insertion can be expensive if you try to optimize for some metric such as the surface area heuristic (SAH).
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Determinism means many things when it comes to game development and especially physics engines.
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SIMD in game development Often in game development we talk about SIMD.
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Over 18 months ago I announced that I was working on Box2D version 3.0 (v3 for short).
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I was recently testing the Box2D version 3.0 alpha and found a stability problem.
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Island management is a fundamental low level feature of physics engines and can have a big impact on solver design and performance.
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Over the holidays I started working on version 3.0 of Box2D.
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Dealing with ghost collisions is a challenging problem in game physics.
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There a several computational geometry algorithms that are relevant for preparing collision data: convex hull, mesh simplification, and convex decomposition.
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Box2D has support for continuous collision.
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Hello!
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Suppose you have a plane equation in local space and you’d like to express that plane equation in world space.
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I’m now a moderator on the Box2D subreddit.
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Hi All!
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I received this question on LinkedIn: I’m working on a 3d dynamic aabb tree based on the concepts of Presson’s bullet contribution.
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Given a normalized 3D vector, here’s an efficient method for computing a full basis.
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I ran into a problem computing a polygon normal using Newell’s method as described in Christer Ericson’s excellent book Real-Time Collision Detection.
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The best way to use SSE is to use the __m128 intrinsic directly.
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Keep in mind that a shape does not know about bodies and stand apart from the dynamics system.
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Box2D uses MKS (meters, kilograms, and seconds) units and radians for angles.