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.
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 game play.
One of the first general purpose computers, ENIAC, was used as a very simple type of physics engine. It was used to design ballistics tables to help the United States military estimate where artillery shells of various mass would land when fired at varying angles and gunpowder charges, also accounting for drift caused by wind. The results were calculated a single time only, and were tabulated into printed tables handed out to the artillery commanders.
Physics engines have been commonly used on supercomputers since the 1980s to perform computational fluid dynamics modeling, where particles are assigned force vectors that are combined to show circulation. Due to the requirements of speed and high precision, special computer processors known as vector processors were developed to accelerate the calculations. The techniques can be used to model weather patterns in weather forecasting, wind tunnel data for designing air- and watercraft or motor vehicles including racecars, and thermal cooling of computer processors for improving heat sinks.
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A physics processing unit (PPU) is a dedicated microprocessor designed to handle the calculations of physics, especially in the physics engine of video games. It is an example of hardware acceleration. Examples of calculations involving a PPU might include rigid body dynamics, soft body dynamics, collision detection, fluid dynamics, hair and clothing simulation, finite element analysis, and fracturing of objects. The idea is having specialized processors offload time-consuming tasks from a computer's CPU, much like how a GPU performs graphics operations in the main CPU's place.
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereof. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods.
Havok is a middleware software suite developed by the Irish company Havok. Havok provides a physics engine component and related functions to video games. In September 2007, Intel announced it had signed a definitive agreement to acquire Havok Inc. In 2008, Havok was honored at the 59th Annual Technology & Engineering Emmy Awards for advancing the development of physics engines in electronic entertainment. In October 2015, Microsoft announced it had acquired Havok.
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