Dynamical Simulation with Finite Elements

The finite element method is a very versatile method for any kind of boundary value problem. It was first extensively used in engineering as a tool for structural analysis, but it can also be used for heat flow, fluid and electrodynamical simulation to name some fields. The underlying principle (as the name implies) is the […]

Feature-based geometrical algorithms

Performing collision queries over a large number of objects is computationally expensive and therefore it’s important to use clever algorithms to avoid bottlenecks. After all potentially colliding object pairs have been sorted out during the broad phase, the remaining task is to run some algorithms to determine if and where the objects intersect. Of course […]

Ace of Mace

Last year some guys started to work on a game called Ace of Mace built on top of my physics engine. It was officially released yesterday and won a price at the Europrix Multimedia Award before. Today it’s featured as the Adobe Site of the day. Great work! Speaking about motor2, version 0.9 was released […]

Motor Physics released

100 stacking boxes at 60Hz with 30 iterations More examples: 200 stacked boxes polygon soup compound shapes So here it is – due to lack of free time I have not managed to include all planned features, but I’m working hard to include those in the next update. For now I have removed many things […]


Motor Physics Finally I added support for arbitrary convex polygons, now supporting contact ids for managing persistent contacts. This is needed for a feature called warm starting which improves the quality of the solver. Furthermore the complexity of the polygon intersection algorithm was reduced from [(N0 + N1)^2] to [2*N0*N1] (N = number of separation […]

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