The Open Dynamics Engine (ODE) is a popular tool for programming physics with Ogre. ODE : Windows, Mac, *nix Free under the LGPL and BSD style license.Under active development at Stanford University, in existence since about 1998, recently open-sourced primary target is film and post effects, so it targets realism more than performance (probably not a real-time physics engine but could be very good for visualization applications). PhysBAM - Source release only (no Windows build environment yet, but it is set up to use GCC and SCons) Free open source MIT-style license. Some handy resources and sourcecode on the site. Under active development, includes COLLADA Physics support, GJK general convex collision detection and specialising in continuous collision detection. Bullet - Windows, Mac, *nix Free open source under the Zlib style license.This has been used in at least one Ogre project ( Stunt Playground ). Tuning time is reduced to a minimum because you don't need to wrestle the targeted hardware nor set up esoteric parameters to get the correct timing for your simulation. With our technology you only need to know basic physics principles to produce realistic physics behavior. You can integrate Newton Game Dynamics into your projects with ease. Newton Game Dynamics : Windows, Mac, Linux(x86) Free open source under Zlib license.More recently, ragdoll physics has become popular as a way of animating characters according to physical models, for example, enabling realistic animation of a person falling after being shot. Physical laws dictate that balls bounce when they hit the ground or that arrows arc upwards then down when fired into the air. Games or simulations normally follow some consistent model of the physical universe.
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