7 Repos
Utilities for mapping vertex and index buffers to physics engines for collision detection.
Distinct from Mesh Processing APIs: Distinct from general mesh processing: focuses on collision geometry generation for physics engines.
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LibGDX is a Java-based framework designed for cross-platform game development, enabling the creation and deployment of 2D and 3D games across desktop, mobile, and web environments from a single codebase. It functions as a comprehensive library that abstracts hardware-accelerated graphics, audio, input, and file system access, providing a unified interface for developers to manage game logic and application lifecycles. The framework distinguishes itself through a high-performance architecture that prioritizes efficiency and native interoperability. It utilizes a batch-oriented graphics pipelin
Creates complex collision geometry from model data by mapping vertex and index buffers.
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Creates optimized collider assets from 3D source meshes using triangle meshes, primitives, or convex hulls.
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
Maps grid-based asset geometry to physics engines to generate collision boundaries.
cannon.js ist eine JavaScript-3D-Physik-Engine, die für die Berechnung von Starrkörperdynamik und Kollisionen im dreidimensionalen Raum konzipiert ist. Sie fungiert als Starrkörperdynamik-Engine, die Masse, Reibung und Geschwindigkeit modelliert, um Objektbewegungen zu bestimmen, und bietet gleichzeitig ein mathematisches Framework für die Anwendung physikalischer Beschränkungen und Gelenke. Die Engine unterstützt eine Vielzahl von Kollisionsvolumina, einschließlich Kugeln, Boxen, konvexen Polyedern, Heightfields für die Geländesimulation und komplexen Dreiecks-Meshes. Sie bietet Tools zur Identifizierung von Schnittpunkten zwischen diesen Formen und zur Berechnung der exakten Kontaktbereiche für physikalische Interaktionen. Das System deckt breite Simulationsfunktionen ab, einschließlich geometrischer Analyse zur Berechnung von Mesh-Eigenschaften, der Anwendung physikalischer Beschränkungen zur Erstellung mechanischer Baugruppen und der Synchronisation von Physik-Simulationsdaten mit externen 3D-Meshes für die Visualisierung.
Uses indexed vertex arrays to define complex 3D geometry for precise collision detection.
This C++ extension for the Godot Engine is a voxel engine module used to generate and render volumetric 3D terrains. It provides a volumetric terrain generator capable of creating landscapes with caves and overhangs through real-time data modification, alongside a mesh renderer that converts voxel data into optimized chunks using smooth or blocky surface styles. The system utilizes an infinite world streaming framework that manages memory by paging voxel chunks in and out based on player position. It integrates volumetric boundaries into the physics engine to enable collision detection and ph
Translates volumetric boundaries into physics primitives for real-time collision detection and interaction.
mujoco_menagerie is a curated library of physical robot specifications and XML model definitions designed for standardized dynamics and contact simulation. It provides a collection of high-quality robot model files for humanoids, quadrupeds, and manipulators, alongside detailed kinematic and inertial parameters used to reproduce real-world robot behavior in virtual environments. The project serves as a repository of robotics simulation assets and MJCF model definitions optimized for accuracy. It includes standardized model libraries specifically for bipedal, quadrupedal, and humanoid hardware
Attaches geometric primitives or meshes to bodies to determine their physical boundaries.
Chrono is a multi-physics simulation suite that functions as a multibody dynamics simulator, a finite element analysis tool, and a robotics simulation framework. It provides specialized solvers for fluid-solid interaction and distributed physics engines capable of synchronizing multiple agents across a network. The project features a dedicated pipeline for converting CAD assemblies into simulation-ready formats and integrates directly with robot operating systems to validate autonomous control logic and sensors. It differentiates itself through the use of WebAssembly for portable browser-base
Provides capabilities to map meshes and primitive shapes to the physics engine for collision detection.