<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>openSourceVFX.org &#187; dynamics</title>
	<atom:link href="http://opensourcevfx.org/tag/dynamics/feed/" rel="self" type="application/rss+xml" />
	<link>http://opensourcevfx.org</link>
	<description>A directory of Open-Source projects for the VFX community</description>
	<lastBuildDate>Thu, 03 May 2012 06:25:05 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.2</generator>
		<item>
		<title>Melena</title>
		<link>http://opensourcevfx.org/2010/09/melena/</link>
		<comments>http://opensourcevfx.org/2010/09/melena/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:04:16 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=533</guid>
		<description><![CDATA[StudioNEST Melena is a fur styling and simulation framework based on Autodesk Softimage ICE. It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur. Home Page: http://opensource.studionestbarcelona.com/studio_NEST/melena.htmlProject Page: http://github.com/studioNEST/MelenaLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Melena is a fur styling and simulation framework based on Autodesk Softimage ICE.<br />
It provides a collection of node graph compounds to create various effects for realistic to cartoony hair and fur.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/melena.html'>http://opensource.studionestbarcelona.com/studio_NEST/melena.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Melena'>http://github.com/studioNEST/Melena</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/09/melena/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Momentum</title>
		<link>http://opensourcevfx.org/2010/09/momentum/</link>
		<comments>http://opensourcevfx.org/2010/09/momentum/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 14:01:04 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=531</guid>
		<description><![CDATA[StudioNEST Momentum is an integration of the Bullet Physics engine for Autodesk Softimage. Momentum allows you to do very precise rigid body dynamics with high performance including full control over the simulation using the ICE framework. http://www.studionestbarcelona.com/ Home Page: http://opensource.studionestbarcelona.com/studio_NEST/momentum.htmlProject Page: http://github.com/studioNEST/MomentumLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Momentum is an integration of the Bullet Physics engine for Autodesk Softimage.</p>
<p style="text-align: justify;">Momentum  allows you to do very precise rigid body dynamics with high performance  including full control over the simulation using the ICE framework.</p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px;">http://www.studionestbarcelona.com/</div>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/momentum.html'>http://opensource.studionestbarcelona.com/studio_NEST/momentum.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Momentum'>http://github.com/studioNEST/Momentum</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/09/momentum/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Kratos</title>
		<link>http://opensourcevfx.org/2010/09/kratos/</link>
		<comments>http://opensourcevfx.org/2010/09/kratos/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 13:58:29 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=529</guid>
		<description><![CDATA[StudioNEST Kratos is a toolset for volumetric as well as polygon-based shattering for Autodesk Softimage. In conjunction with studioNEST Momentum Kratos can be used to create realistic destruction effects. Home Page: http://opensource.studionestbarcelona.com/studio_NEST/kratos.htmlProject Page: http://github.com/studioNEST/KratosLanguage: C++Platform: Windows, LinuxLicense: LGPL v3Sponsor: StudioNest
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/kratos.html'>http://opensource.studionestbarcelona.com/studio_NEST/kratos.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Kratos'>http://github.com/studioNEST/Kratos</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Kratos is a toolset for  volumetric as well as polygon-based shattering for Autodesk Softimage.  In conjunction with studioNEST Momentum Kratos can be used to create realistic destruction effects.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/kratos.html'>http://opensource.studionestbarcelona.com/studio_NEST/kratos.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Kratos'>http://github.com/studioNEST/Kratos</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL v3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/09/kratos/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Brigks</title>
		<link>http://opensourcevfx.org/2010/09/briqks/</link>
		<comments>http://opensourcevfx.org/2010/09/briqks/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 13:53:59 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Zombies]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>
		<category><![CDATA[softimage]]></category>
		<category><![CDATA[xsi]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=525</guid>
		<description><![CDATA[StudioNEST Brigks is a collection of kinematic solvers for Autodesk Softimage. With StudioNEST Brigks you can build very efficient rigs that don&#8217;t require to setup overly complex object hierarchies. Since the source code of the kinematics solvers is provided, implementations of matching kinematic solvers can be achieved for other packages as well as standalone applications. [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.studionestbarcelona.com/">StudioNEST</a> Brigks is a collection of kinematic solvers for Autodesk Softimage.</p>
<p style="text-align: justify;">With StudioNEST Brigks  you can build very efficient rigs that don&#8217;t require to setup overly  complex object hierarchies. Since the source code of the kinematics  solvers is provided, implementations of matching kinematic solvers can  be achieved for other packages as well as standalone applications.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://opensource.studionestbarcelona.com/studio_NEST/briqks.html'>http://opensource.studionestbarcelona.com/studio_NEST/briqks.html</a><br/><strong>Project Page</strong>: <a href='http://github.com/studioNEST/Brigks'>http://github.com/studioNEST/Brigks</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-3.0.html" target="_blank">LGPL V3</a><br/><strong>Sponsor</strong>: StudioNest<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/09/briqks/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>PyODE</title>
		<link>http://opensourcevfx.org/2010/01/pyode/</link>
		<comments>http://opensourcevfx.org/2010/01/pyode/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 16:15:41 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[python]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=206</guid>
		<description><![CDATA[PyODE is a set of open-source Python bindings for The Open Dynamics Engine, an open-source physics engine. PyODE also includes an XODE parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a more Pythonic feel. Home Page: http://pyode.sourceforge.net/Project Page: http://sourceforge.net/projects/pyode/Language: C++Platform: Windows, Linux, OSXLicense: GNU Lesser General Public License or [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></description>
			<content:encoded><![CDATA[<p>PyODE is a set of open-source Python bindings for     <a href="http://ode.org/">The Open Dynamics Engine</a>, an     open-source physics engine. PyODE also includes an     <a href="http://tanksoftware.com/xode/">XODE</a> parser. PyODE does not wrap ODE&#8217;s API directly but changes it slightly to give a     more <em>Pythonic</em> feel.</p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://pyode.sourceforge.net/'>http://pyode.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/pyode/'>http://sourceforge.net/projects/pyode/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Windows, Linux, OSX<br/><strong>License</strong>: <a href="http://pyode.sourceforge.net/gnu.txt">GNU Lesser General Public License</a> or <a href="http://pyode.sourceforge.net/bsd.txt">BSD-style</a> license.<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/pyode/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>ANN</title>
		<link>http://opensourcevfx.org/2010/01/ann/</link>
		<comments>http://opensourcevfx.org/2010/01/ann/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:54:15 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[pointClouds]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=199</guid>
		<description><![CDATA[ANN &#8211; Approximate Nearest Neighbor Searching &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions. In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so [...]
<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p>ANN &#8211; <strong>Approximate Nearest Neighbor Searching</strong> &#8211; is a library written in C++, which supports data structures and algorithms for both exact and approximate nearest neighbor searching in arbitrarily high dimensions.</p>
<p>In the nearest neighbor problem a set of data points in d-dimensional space is given. These points are preprocessed into a data structure, so that given any query point q, the nearest or generally k nearest points of P to q can be reported efficiently. The distance between two points can be defined in many ways. ANN assumes that distances are measured using any class of distance functions called Minkowski metrics. These include the well known Euclidean distance, Manhattan distance, and max distance.<span id="more-199"></span></p>
<p>Based on our own experience, ANN performs quite efficiently for point sets ranging in size from thousands to hundreds of thousands, and in dimensions as high as 20.<br />
(For applications in significantly higher dimensions, the results are rather spotty, but you might try it anyway.)</p>
<p>The library implements a number of different data structures, based on kd-trees and box-decomposition trees, and employs a couple of different search strategies.</p>
<p>The library also comes with test programs for measuring the quality of performance of ANN on any particular data sets, as well as programs for visualizing the structure of the geometric data structures.</p>

<p class='projectfields'><strong>Project Page</strong>: <a href='http://www.cs.umd.edu/~mount/ANN/'>http://www.cs.umd.edu/~mount/ANN/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.gnu.org/copyleft/lesser.html">LGPL</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/ann/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>GTS</title>
		<link>http://opensourcevfx.org/2010/01/gts/</link>
		<comments>http://opensourcevfx.org/2010/01/gts/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 10:42:30 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[math]]></category>
		<category><![CDATA[modeling]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=193</guid>
		<description><![CDATA[GTS stands for the GNU Triangulated Surface Library. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles. The code is written entirely in C with an object-oriented approach based mostly on the design of GTK+. Careful attention is paid [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://gts.sourceforge.net/'>http://gts.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/gts/'>http://sourceforge.net/projects/gts/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPL</a><br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><strong>GTS</strong> stands for the <strong>GNU Triangulated Surface Library</strong>. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles.</p>
<p>The code is written entirely in C with an object-oriented approach based mostly on the design of GTK+. Careful attention is paid to performance related issues as the initial goal of GTS is to provide a simple and efficient library to scientists dealing with 3D computational surface meshes.<span id="more-193"></span></p>
<p>A brief summary of its main features:</p>
<ul>
<li style="text-align: justify;">Simple object-oriented structure giving easy access to topological properties.</li>
<li style="text-align: justify;">2D dynamic Delaunay and constrained Delaunay triangulations.</li>
<li style="text-align: justify;">Robust geometric predicates (orientation, in circle) using fast adaptive floating point arithmetic (adapted from the fine work of Jonathan R. Shewchuk).</li>
<li style="text-align: justify;">Robust set operations on surfaces (union, intersection, difference).</li>
<li style="text-align: justify;">Surface refinement and coarsening (multiresolution models).</li>
<li style="text-align: justify;">Dynamic view-independent continuous level-of-detail.</li>
<li style="text-align: justify;">Preliminary support for view-dependent level-of-detail.</li>
<li style="text-align: justify;">Bounding-boxes trees and Kd-trees for efficient point location and collision/intersection detection.</li>
<li style="text-align: justify;">Graph operations: traversal, graph partitioning.</li>
<li style="text-align: justify;">Metric operations (area, volume, curvature &#8230;).</li>
<li style="text-align: justify;">Triangle strips generation for fast rendering.</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://gts.sourceforge.net/'>http://gts.sourceforge.net/</a><br/><strong>Project Page</strong>: <a href='http://sourceforge.net/projects/gts/'>http://sourceforge.net/projects/gts/</a><br/><strong>Language</strong>: C<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/lgpl-license.php">LGPL</a><br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/gts/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Bullet Physics</title>
		<link>http://opensourcevfx.org/2010/01/bullet-physics/</link>
		<comments>http://opensourcevfx.org/2010/01/bullet-physics/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 11:00:28 +0000</pubDate>
		<dc:creator>Philippe Leprince</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[houdini]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[openCL]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=166</guid>
		<description><![CDATA[Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics. Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone Modular extendible C++ design with hot-swap of most components Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">Bullet 3D Game Multiphysics Library provides state of the art collision detection, soft body and rigid body dynamics.</p>
<ul>
<li style="text-align: justify;">Used by many game companies in AAA titles on Playstation 3, XBox 360, Nintendo Wii, PC and iPhone</li>
<li style="text-align: justify;">Modular extendible C++ design with hot-swap of most components</li>
<li style="text-align: justify;">Optimized back-ends for pthreads/Win32 Threads multi-threading and PS3 Cell SPU</li>
<li style="text-align: justify;">Preparation for OpenCL data parallel optimizations for upcoming Bullet 3.x</li>
<li style="text-align: justify;">Discrete and continuous collision detection (CCD)</li>
<li style="text-align: justify;">Swept collision queries</li>
<li style="text-align: justify;">Ray casting with custom collision filtering</li>
<li style="text-align: justify;">Generic convex support (using GJK), capsule, cylinder, cone, sphere, box and non-convex triangle meshes.<span id="more-166"></span></li>
</ul>
<ul>
<li style="text-align: justify;">Rigid body dynamics including constraint solvers, generic constraints, ragdolls, hinge, ball-socket</li>
<li style="text-align: justify;">Support for constraint limits and motors</li>
<li style="text-align: justify;">Soft body support including cloth, rope and deformable</li>
<li style="text-align: justify;">Bullet is integrated into Cinema 4D, Lightwave and Blender, and a Houdini and Maya Plugin is available</li>
<li style="text-align: justify;">Supports import and export into COLLADA 1.4 Physics format</li>
<li style="text-align: justify;">Support for dynamic deformation of non-convex triangle meshes, by refitting the acceleration structures</li>
</ul>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://bulletphysics.org/'>http://bulletphysics.org/</a><br/><strong>Project Page</strong>: <a href='http://code.google.com/p/bullet/'>http://code.google.com/p/bullet/</a><br/><strong>Language</strong>: C++<br/><strong>Platform</strong>: Linux, Windows, OS X<br/><strong>License</strong>: <a href="http://www.opensource.org/licenses/zlib-license.php">ZLib License</a>, free for commercial use.<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/bullet-physics/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Open Dynamics Engine (ODE)</title>
		<link>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/</link>
		<comments>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 23:23:41 +0000</pubDate>
		<dc:creator>Larry Gritz</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simulation]]></category>

		<guid isPermaLink="false">http://opensourcevfx.org/?p=149</guid>
		<description><![CDATA[ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It [...]
<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><span style="font-family: Arial,Helvetica,sans-serif;">ODE is an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual  reality environments and virtual creatures.  It is currently used in many computer games, 3D authoring tools and simulation tools.</span></p>

<p class='projectfields'><strong>Home Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Project Page</strong>: <a href='http://www.ode.org/'>http://www.ode.org/</a><br/><strong>Language</strong>: C/C++ (the public APIs are all C)<br/><strong>Platform</strong>: Linux, Mac OS X, Windows<br/><strong>License</strong>: <a title="BSD License" href="http://www.opensource.org/licenses/bsd-license.php" target="_blank">New BSD</a> or <a title="LGPL" href="http://www.opensource.org/licenses/lgpl-license.php" target="_blank">LGPL</a> (your choice)<br/></p>]]></content:encoded>
			<wfw:commentRss>http://opensourcevfx.org/2010/01/open-dynamics-engine-ode/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

