Release of AGX, and some new videos and stuff from Algoryx
Posted: Wed Dec 22, 2010 9:53 pm
Hi all,
We have an updated website and quite a few new videos too, including constraint fluid simulations on GPU, wires and some really nice simulator videos from some of our clients. The fluid model is quite nifty and something I started wrestling with almost five years ago. It just got accepted for journal publication and the preprint should be available any day. The same method is also used in physics playground, Algodoo. http://www.algodoo.com/
We're also announcing that we now after 3.5 years of development make our physics toolkit available for commercial licensing and evaluation. Until now we have just worked with a small number of hand picked key clients with high competence and requirements on advanced real-time physics simulation, but now we're also going out to the rest of the market.
The perhaps most obvious differentiator from game physics engines is that we typically have one million times higher precision in our solvers (at least where it counts), and also that we can throw the equations at a variety of different solvers. This allows us to simulate really stiff systems with mass ratios of 1:50.000 or even more, which is often necessary when simulating real world systems such as vehicle dynamics, robotics, etc. In some of the lumped element elastoplastic models we have mass-stiffness ratios of 1:1e9 which would require a billion Gauss-Seidel iterations or so to work!
http://www.algoryx.se/
Cheers,
Kenneth
We have an updated website and quite a few new videos too, including constraint fluid simulations on GPU, wires and some really nice simulator videos from some of our clients. The fluid model is quite nifty and something I started wrestling with almost five years ago. It just got accepted for journal publication and the preprint should be available any day. The same method is also used in physics playground, Algodoo. http://www.algodoo.com/
We're also announcing that we now after 3.5 years of development make our physics toolkit available for commercial licensing and evaluation. Until now we have just worked with a small number of hand picked key clients with high competence and requirements on advanced real-time physics simulation, but now we're also going out to the rest of the market.
The perhaps most obvious differentiator from game physics engines is that we typically have one million times higher precision in our solvers (at least where it counts), and also that we can throw the equations at a variety of different solvers. This allows us to simulate really stiff systems with mass ratios of 1:50.000 or even more, which is often necessary when simulating real world systems such as vehicle dynamics, robotics, etc. In some of the lumped element elastoplastic models we have mass-stiffness ratios of 1:1e9 which would require a billion Gauss-Seidel iterations or so to work!
http://www.algoryx.se/
Cheers,
Kenneth