I am happy to announce that a new version of the ReactPhysics3D library (open source 3D physics engine in C++) has just been released. This is now version 0.5.0. Here are some of the new features: It is now possible to use multiple collision shapes per body. Add ray casting support. Replace the Sweep-And-Prune algorithm by […]
While implementing a physics engine or any rigid body simulation in 3D, you will probably need to model some constraints like contacts, friction or joints between the bodies. You can use a Sequential Impulse solver (as described in Erin Catto’s presentation at GDC 2009) or a PGS solver (as described in Iterative Dynamics with Temporal […]
ReactPhysics3D is an open source 3D physics library in C++ that I am working on. I have just released the version 0.4.0 of the library with a lot of new things. Here is the list of what has been added or has been improved in this version : Add collision shapes (Capsule, Convex Mesh). Add […]
Hi everyone, welcome to my new website. This website will contain information about me and my projects but also lessons and news about Computer Graphics. I hope you’ll enjoy it !