ReactPhysics3D - 3D Physics engine in C++

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Dani3L
Posts: 28
Joined: Tue Jun 30, 2009 6:56 am
Location: Switzerland
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ReactPhysics3D - 3D Physics engine in C++

Post by Dani3L »

Hi everyone,

I have been around on this forum for quite a while to learn about physics programming.
I think it's now time to also share something. This is the project I am working on for some time now.
It is called ReactPhysics3D. ReactPhysics3D is an open source 3D physics engine library written in C++.

It is available under the open source ZLib licence and currently has the following features:

- Rigid body dynamics
- Discrete collision detection
- Collision shapes (Sphere, Box, Cone, Cylinder, Capsule, Convex Mesh)
- Multiple collision shapes per body
- Broadphase collision detection (Dynamic AABB Tree)
- Narrowphase collision detection (GJK/EPA)
- Collision response and friction (Sequential Impulses Solver)
- Joints (Ball and Socket, Hinge, Slider, Fixed)
- Collision filtering with categories
- Ray casting
- Sleeping technique for inactive bodies
- Integrated Profiler
- Multi-platform (Windows, Linux, Mac OS X)
- Documentation (User manual and Doxygen API)
- Examples
- Unit tests

Website: http://www.reactphysics3d.com
Code repository: https://github.com/DanielChappuis/reactphysics3d

I hope it is going to be useful for someone.

Best regards,
yoogera
Posts: 3
Joined: Fri Mar 27, 2015 5:03 am

Re: ReactPhysics3D - 3D Physics engine in C++

Post by yoogera »

what difference from bullet, pls
Dani3L
Posts: 28
Joined: Tue Jun 30, 2009 6:56 am
Location: Switzerland
Contact:

Re: ReactPhysics3D - 3D Physics engine in C++

Post by Dani3L »

I am not a big expert in Bullet but currently the main differences I see is that ReactPhysics3D does not support Triangular Meshes (I'm working on it), Continuous Collision Detection and Soft bodies.

Best regards
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