Intermediate Topic 30 of 49 Graphics, Vision & Media
Physics Engines
Simulating forces and rigid bodies.
How it works
A physics engine simulates the motion and interaction of objects according to physical laws. Rigid-body engines integrate position and velocity from forces using numerical methods such as semi-implicit Euler or Verlet, detect collisions with broad and narrow phases, and resolve contacts and constraints with impulses or iterative solvers, handling friction, restitution and joints. Soft-body, cloth, fluid and particle systems extend them. Examples include Box2D, Bullet, PhysX and Havok.
Where it is used
Games, robotics simulation, animation, virtual reality and engineering simulation use physics engines to give believable or accurate behavior.
Common pitfall
Large or variable time steps cause instability, tunneling and exploding stacks, so use a fixed step. Floating-point error leads to jitter and drifting. Objects at very different masses and scales are hard to solve. Determinism across machines is difficult. Tune iterations, use sleeping for resting bodies, simple collision shapes and avoid extreme mass ratios.
Where it fits in the course
Physics Engines is topic 30 of 49 in Graphics, Vision & Media, rated Intermediate. It follows Skeletal Animation. The next topic is Procedural Generation.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
- Skeletal Animation (Graphics, Vision & Media)
- Procedural Generation (Graphics, Vision & Media)
- Mesh Simplification (Graphics, Vision & Media)
- Noise Functions (Graphics, Vision & Media)
- Search Engines (Emerging & Frontier Topics)