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<title>3D Physics Engine</title>
<description> I am currently developing a Physics Engine that can be implimented on any platform, PC, Mac, PS3, PS2, GC, Xbox, Xbox 360 and of course Wii (too name a few). This will be a rigid body, interactive impulse based physics engine. I will try and optimize it as much as possible but I&amp;#039;m not promising it will perfect, although, I once read the only thing that is perfect exists only in ones mind. Enough said, what does will it do!?

Particle Systems
Uses vector, defferential and integral calculus. Will feature the Orthonormal bias for a more realistic particle effect. Most of this system is already done, easy Implementation, you can custom set the projectile properties. Heres a small snippet.

particle-&amp;gt;setMass(1);

particle-&amp;gt;setDamping(damping);

particle-&amp;gt;setAcceleration(Engine::Vector3::GRAVITY);

particle-&amp;gt;clearAccumulator();

Laws of Momentum 
Our friend Newton has done all the work here just have to program it. For those who have no clue what this is, its about stuff moving around and making it look real.

General Forces
These include gravity, drag and other force generators.

Springs
Elasticity, buoyancy, buoyancy force generators and all things springy.

Simple Collision Resolution
The Collision Direction and the Contact Normal, Collision Detection,Time-Division Engines and Resolving Interpenetration are just a few of the things that will be implemented here.

Mass-Aggregate Physics
This is a tricky one, I should get it eventually though. This kind of physics is rope bridges and cables, friction and blobs.

Dynamic Rigid body System
The implementation of a full Dynamic rigid body physics system will make for quick resolution of contacts as well as the ability to simulate all manner of situations from car racing, flight simulation and sailing (if you flow that way).

Advanced Collision Detection
Two separate Collision systems will let the user decided weather they need these more advanced systems or which here are a few; bounding volumes, binary space partitioning (for indoors), oct and quad trees for large terrain physics checks as well as multi-resolution maps.

Contact Generation
This is collision of all types of objects Point–Face Contacts, Edge–Edge Contacts, Edge–Face Contacts, Face–Face Contacts and Early-Outs which can be implemented in Colliding Two Spheres, sphere and the plane, box and plane, box and box, box and sphere and general Polyhedra.

Rag doll
Simulation of the human body without the body having any effect on its own movement. Resting contacts, collision resolution processes and all manner of tricky words that people don&amp;#039;t understand.

Fracture physics
Fractal physics that split boxes after resolving collision and such forth.

Explosive Physics
Possibly the implimentation of impulse explosive physics with compression and concussion effects although I&amp;#039;m not sure how this one will go.

Interested to hear your thoughts on it.</description><link>http://forum.wiibrew.org/read.php?21,105,105#msg-105</link><lastBuildDate>Thu, 17 Sep 2026 03:10:52 +0200</lastBuildDate>
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<guid>http://forum.wiibrew.org/read.php?21,105,305#msg-305</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,305#msg-305</link><description><![CDATA[ Thanks, I&#039;ll be sure to ask if I need.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:23:41 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,304#msg-304</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,304#msg-304</link><description><![CDATA[ Oh... a shame... I&#039;m <span style="font-size:x-small">(almost)</span> always available for testing :D.]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:22:40 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,303#msg-303</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,303#msg-303</link><description><![CDATA[ I get others to test my programs on wii, or I just work very carefully, I&#039;m not particularly rich at the moment, so no, I don&#039;t plan on purchasing a wii any time soon.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:18:38 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,302#msg-302</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,302#msg-302</link><description><![CDATA[ But... you can&#039;t test you&#039;re HB....<br />Do you&#039;ve plans to buy a Wii?]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:14:18 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,301#msg-301</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,301#msg-301</link><description><![CDATA[ I don&#039;t own a wii, I&#039;ve never programmed for it before a week ago, so no.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:06:23 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,300#msg-300</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,300#msg-300</link><description><![CDATA[ Has it multiple cores? I kbow he has a ARM and a PPC processor... but only one is available for games etc. But you&#039;ve never threaded on Wii?]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:04:20 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,298#msg-298</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,298#msg-298</link><description><![CDATA[ I can try, but I don&#039;t know much about the wii archetecture sorry, I don&#039;t even know how many cores it has..]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 09:00:43 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,297#msg-297</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,297#msg-297</link><description><![CDATA[ In you&#039;re tut, can you ad a little example of threading on wii? I can&#039;t get it to work.<br /><br />(.net is so much different on threading).]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:59:11 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,294#msg-294</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,294#msg-294</link><description><![CDATA[ Usually I keep the graphics and physics frame rates seperate for smoother looking game play, this can be achieved by multi threading an application. The most common way to see this in action is hundereads of objects falling into water, the water is smooth as it is graphics related and (in this case) not effected by the objects , where as all of the objects, are moving much slower as they update their position each frame.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:54:37 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,291#msg-291</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,291#msg-291</link><description><![CDATA[ I can test :D. Oh, obedience question... on while(1), it keeps running full-speed... how to slow it, so i&#039;ve a steady framerate? I think it&#039;s important for such things as graphics&games.]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:50:24 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,287#msg-287</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,287#msg-287</link><description><![CDATA[ I&#039;ve made it so that its fairly easy to use in any graphics library, even Libwiisprite, I&#039;ll do a small sample in GX to demonstrate it on wii and release the source as well, although I can&#039;t test it in GX as I don&#039;t own a wii or TV.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:47:31 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,286#msg-286</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,286#msg-286</link><description><![CDATA[ Ok. I&#039;ve never used Gx on any platform. Only GDI on Windows(.net/.mono) and Linux(.mono). There be always a first time.]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:41:39 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,283#msg-283</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,283#msg-283</link><description><![CDATA[ GX is similar to all of the other 3D Graphics API&#039;s, there are a few lessons, well examples with lots of comment, in devKit Pro in the graphics section of examples in the wii folder in the examples folder... can&#039;t miss them...]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:39:08 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,281#msg-281</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,281#msg-281</link><description><![CDATA[ Particles! Justin started studying it. Really need to learn Gx...]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 08:25:59 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,278#msg-278</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,278#msg-278</link><description><![CDATA[ I&#039;ll release some of the particle engine classes soon so people can use GX with it.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Thu, 07 Aug 2008 03:09:06 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,266#msg-266</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,266#msg-266</link><description><![CDATA[ well, good luck, hope it turns out good]]></description>
<dc:creator>Xylite</dc:creator>
<category>Homebrew General</category><pubDate>Wed, 06 Aug 2008 19:17:39 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,254#msg-254</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,254#msg-254</link><description><![CDATA[ I will likely use some of the free optimized vector classes and some of the collision resolution is fine as it is, but other than that most of it will be from scratch.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Wed, 06 Aug 2008 05:43:43 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,251#msg-251</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,251#msg-251</link><description><![CDATA[ i agree, and who cares, if you release something better or different thean the rest do, than it is worth being released, although, perhaps, u should start with someone elses source, and work from there(to speed up time)]]></description>
<dc:creator>Xylite</dc:creator>
<category>Homebrew General</category><pubDate>Wed, 06 Aug 2008 05:29:10 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,150#msg-150</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,150#msg-150</link><description><![CDATA[ True enough, there are a number of free open source physics engines out there, I find it more fun to make my own, nothing like watching your own software running.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Mon, 04 Aug 2008 04:04:05 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,114#msg-114</guid>
<title>Re: 3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,114#msg-114</link><description><![CDATA[ Looking forward to it... but aren&#039;t there enough physic engines already?<br />Bullet: [<a href="http://www.bulletphysics.com/Bullet/wordpress/" rel="nofollow">www.bulletphysics.com</a>]<br />ODE: [<a href="http://www.ode.org/" rel="nofollow">www.ode.org</a>]<br />Box2D, which is 2D at the moment: [<a href="http://www.box2d.org/" rel="nofollow">www.box2d.org</a>]<br />Others...]]></description>
<dc:creator>Dykam</dc:creator>
<category>Homebrew General</category><pubDate>Sun, 03 Aug 2008 15:59:40 +0200</pubDate></item>
<item>
<guid>http://forum.wiibrew.org/read.php?21,105,105#msg-105</guid>
<title>3D Physics Engine</title><link>http://forum.wiibrew.org/read.php?21,105,105#msg-105</link><description><![CDATA[ I am currently developing a Physics Engine that can be implimented on any platform, PC, Mac, PS3, PS2, GC, Xbox, Xbox 360 and of course Wii (too name a few). This will be a rigid body, interactive impulse based physics engine. I will try and optimize it as much as possible but I&#039;m not promising it will perfect, although, I once read the only thing that is perfect exists only in ones mind. Enough said, what does will it do!?<br /><br /><b>Particle Systems</b><br />Uses vector, defferential and integral calculus. Will feature the Orthonormal bias for a more realistic particle effect. Most of this system is already done, easy Implementation, you can custom set the projectile properties. Heres a small snippet.<br /><br />particle-&gt;setMass(1);<br /><br />particle-&gt;setDamping(damping);<br /><br />particle-&gt;setAcceleration(Engine::Vector3::GRAVITY);<br /><br />particle-&gt;clearAccumulator();<br /><b><br />Laws of Momentum</b><br />Our friend Newton has done all the work here just have to program it. For those who have no clue what this is, its about stuff moving around and making it look real.<br /><br /><b>General Forces</b><br />These include gravity, drag and other force generators.<br /><br /><b>Springs</b><br />Elasticity, buoyancy, buoyancy force generators and all things springy.<br /><br /><b>Simple Collision Resolution</b><br />The Collision Direction and the Contact Normal, Collision Detection,Time-Division Engines and Resolving Interpenetration are just a few of the things that will be implemented here.<br /><br /><b>Mass-Aggregate Physics</b><br />This is a tricky one, I should get it eventually though. This kind of physics is rope bridges and cables, friction and blobs.<br /><br /><b>Dynamic Rigid body System</b><br />The implementation of a full Dynamic rigid body physics system will make for quick resolution of contacts as well as the ability to simulate all manner of situations from car racing, flight simulation and sailing (if you flow that way).<br /><br /><b>Advanced Collision Detection</b><br />Two separate Collision systems will let the user decided weather they need these more advanced systems or which here are a few; bounding volumes, binary space partitioning (for indoors), oct and quad trees for large terrain physics checks as well as multi-resolution maps.<br /><br /><b>Contact Generation</b><br />This is collision of all types of objects Point–Face Contacts, Edge–Edge Contacts, Edge–Face Contacts, Face–Face Contacts and Early-Outs which can be implemented in Colliding Two Spheres, sphere and the plane, box and plane, box and box, box and sphere and general Polyhedra.<br /><br /><b>Rag doll</b><br />Simulation of the human body without the body having any effect on its own movement. Resting contacts, collision resolution processes and all manner of tricky words that people don&#039;t understand.<br /><br /><b>Fracture physics</b><br />Fractal physics that split boxes after resolving collision and such forth.<br /><br /><b>Explosive Physics</b><br />Possibly the implimentation of impulse explosive physics with compression and concussion effects although I&#039;m not sure how this one will go.<br /><br />Interested to hear your thoughts on it.]]></description>
<dc:creator>WiiPhlex</dc:creator>
<category>Homebrew General</category><pubDate>Sun, 03 Aug 2008 11:11:29 +0200</pubDate></item>
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