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@@ -73,6 +73,14 @@ So why create yet another physics engine? First of all, this has been a personal
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* Tracked vehicles.
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* Tracked vehicles.
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* Motorcycles.
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* Motorcycles.
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* Soft body simulation (e.g. a soft ball or piece of cloth).
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* Soft body simulation (e.g. a soft ball or piece of cloth).
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+ * Edge constraints.
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+ * Dihedral bend constraints.
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+ * Tetrahedron volume constraints.
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+ * Long range attachment constraints (also called tethers).
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+ * Limiting the simulation to stay within a certain range of a skinned vertex.
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+ * Internal pressure.
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+ * Collision with simulated rigid bodies.
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+ * Collision tests against soft bodies.
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* Water buoyancy calculations.
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* Water buoyancy calculations.
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* An optional double precision mode that allows large worlds.
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* An optional double precision mode that allows large worlds.
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