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・ Physics (disambiguation)
・ Physics Abstraction Layer
・ Physics Analysis Workstation
・ Physics and Astronomy Classification Scheme
・ Physics and Chemistry of Liquids
・ Physics and Chemistry of Minerals
・ Physics and Star Wars
・ Physics applications of asymptotically safe gravity
・ Physics Aptitude Test
・ Physics arXiv Blog
・ Physics beyond the Standard Model
・ Physics Bowl
・ Physics Correspondence Seminar
・ Physics Education
・ Physics education
Physics engine
・ Physics envy
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・ Physics Essays
・ Physics First
・ Physics for Future Presidents
・ Physics in Medicine and Biology
・ Physics in Perspective
・ Physics in the medieval Islamic world
・ Physics Instructional Resource Association
・ Physics Letters
・ Physics of computation
・ Physics of failure
・ Physics of firearms
・ Physics of Fluids


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Physics engine : ウィキペディア英語版
Physics engine

A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.
== Description ==
There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Real-time physics engines—as used in video games and other forms of interactive computing—use simplified calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for gameplay.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Physics engine」の詳細全文を読む



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