{"title":"实时物理仿真系统的评估","authors":"A. Boeing, T. Bräunl","doi":"10.1145/1321261.1321312","DOIUrl":null,"url":null,"abstract":"We present a qualitative evaluation of a number of free publicly available physics engines for simulation systems and game development. A brief overview of the aspects of a physics engine is presented accompanied by a comparison of the capabilities of each physics engine. Aspects that are investigated the accuracy and computational efficiency of the integrator properties, material properties, stacks, links, and collision detection system.","PeriodicalId":360852,"journal":{"name":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"221","resultStr":"{\"title\":\"Evaluation of real-time physics simulation systems\",\"authors\":\"A. Boeing, T. Bräunl\",\"doi\":\"10.1145/1321261.1321312\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We present a qualitative evaluation of a number of free publicly available physics engines for simulation systems and game development. A brief overview of the aspects of a physics engine is presented accompanied by a comparison of the capabilities of each physics engine. Aspects that are investigated the accuracy and computational efficiency of the integrator properties, material properties, stacks, links, and collision detection system.\",\"PeriodicalId\":360852,\"journal\":{\"name\":\"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2007-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"221\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/1321261.1321312\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1321261.1321312","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Evaluation of real-time physics simulation systems
We present a qualitative evaluation of a number of free publicly available physics engines for simulation systems and game development. A brief overview of the aspects of a physics engine is presented accompanied by a comparison of the capabilities of each physics engine. Aspects that are investigated the accuracy and computational efficiency of the integrator properties, material properties, stacks, links, and collision detection system.