Jitter - Fully managed physic engine

Started by Stefan, April 09, 2010, 12:19:49 PM

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Stefan

QuoteHi, this are some screenshots of a physic engine for .NET Iam working at for some month now - called 'Jitter'. It's my first attempt to make a physic engine (JigLibX was my first engine, but it's just a port of a c++ engine).

It uses accumulated impulses for the solver and mpr (xenocollide) for collision detection. It currently uses some code of Bullet for raycasting - I didn't had the time to implement that myself.

It's entirely written in C# and does not depend on the XNA framework - using it's own math classes. (The demo uses XNA). It's highly optimized for C# and pretty lightweight.

At the moment it does all the basic things a physic engine should do (Octree based trianglemesh collisions, constraints, stable simulation..). I hope to implement vehicle and cloth-simulation later.

You can download a compiled demo version here: http://jitter-physics.com

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