FísicaLab is an educational application to solve physics problems. The problems are set up by adding elements from the palette to a chalkboard and entering the data for each element. The elements are objects such as blocks, pulleys, motors, and forces. It can use the SI and English unit systems, scientific notation, and many conversion factors. The types of problems that can be solved are kinematics of particles (including circular motion), static analysis of particles and rigid bodies in 2D, dynamic analysis of particles in 2D (excluding the dynamics of circular motion), heat, calorimetry, ideal gas, and expansion. The static and dynamic problems are entered by constructing the free body diagrams of the objects.
The Artificial SEM Image Generator (artimagen) library generates artificial scanning electron microscope (SEM) and helium-ion microscope images of various samples, including gold-on-carbon resolution samples and some semiconductor structures. Numerous effects that appear in real SEMs are simulated (noise, drift-distortion, edge-effect, etc.), which enables assessment of imaging, metrology, and other techniques that work with SEM micrographs. Unlike the real SEM images, the artificial images exhibit defined types and amounts of these effects, which is their key advantage.
telepathic-critterdrug is a fork of Critterding, an artificial-life simulation, with five drugs added and a substrate for two kinds of telepathy. The critters are exposed to a secondary retina they can all read and write, using sensors and motors for high intensity or only the power of the minds for lower intensity, though drug use will modulate it. They can blink this and their main retina as a minor grace. The two blue tablets work on inhibitory neurons, and the red ones, excitatory. There is also a purple potentiator.
San Le's Free Computational Electromagnetics (SLFCEM) is a package of scientific software for use in computational electromagnetics. Command-line driven calculation engines are separate from the GUI components and can be used independently. It includes two of the basic finite elements types, 4 node quad and 3 node triangle. Each element type has a unique GUI specific to the element. Modal analysis for solving the waveguide problem is done using edge based elements. There is also code for generating edge connectivity. The algorithm used is a combination of Lanczos for tridiagonalization of the system, as well as QR to calculate the resulting eigenvalues. In addition to skyline storage and LU decomposition, calculations are also made using the Conjugate Gradient Method.
The Cafu Engine is an all-purpose, modern 3D graphics engine and game development kit. It is feature complete to get you started quickly. It can be used to create a variety of 3D applications, including games, simulations, and training and architectural software. Written in C++, the tools, libraries, and framework have been designed to make the development of new games and other 3D applications easy. They are actively and continuously developed in order to provide the latest technology.
Penumbra is a first person horror adventure focusing on story, immersion, and puzzle solving. Violence and combat are hardly an option: the player has to use wits to guide Philip through his final test, which makes the series unique in offering a truly dangerous and terrifying experience. Played from a first person perspective and powered by a 3D engine utilizing cutting edge technology, Penumbra is a true advancement to the adventure genre. The unique physics system allows for true environmental interaction: The player can open drawers, pull levers, pick up objects and manipulate those objects in 3D space, all using natural mouse movements. This creates a highly interactive and immersive game world.
Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack. Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax; good things come to those who wait. Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors, and intelligent motes with similar abilities and goals as you. It is 100% DRM and region free, and features procedural generation (play random versions of any level) and an electronic soundtrack by Loscil, Gas/High Skies, Julien Neto, Biosphere, and more.
ODE is a 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.
Bullet is a 3D game multiphysics library that provides state of the art collision detection and soft body and rigid body dynamics. Bullet is integrated into Cinema 4D, Lightwave, and Blender. A Houdini and Maya Plugin is available. It has a modular extendible C++ design with hot-swap of most components. The back-ends were optimized for pthreads/Win32 Threads multi-threading and PS3 Cell SPU. Other features include discrete and continuous collision detection (CCD), swept collision queries, ray casting with custom collision filtering, generic convex support (using GJK), capsule, cylinder, cone, sphere, box, and non-convex triangle meshes. Rigid body dynamics include constraint solvers, generic constraints, ragdolls, hinges, and ball-sockets. Constraint limits and motors are supported. Soft body support includes cloth, rope, and deformable objects. Import and export into COLLADA 1.4 Physics format is supported. Dynamic deformation of non-convex triangle meshes is supported by refitting the acceleration structures.
The Particle System API allows C++ application developers to easily include dynamic simulations of groups of moving objects. The API is much lighter weight than a full physics engine. It is especially useful for eye candy in games and screen savers, but is also used in off-line animation software. With the Particle System API you create a group of particles, then describe the components of the particle effect using actions like Gravity(), Explosion(), and Bounce(). You apply the actions to the particle group at each time step, then read back the particle positions and other attributes into your app, or send them directly to the GPU as a vertex array or as geometry instances.