Subject: Re: [boost] [gsoc-2013] Physics Library Abstraction Layer
From: Michael Marcin (mike.marcin_at_[hidden])
Date: 2013-04-12 00:48:19
Jeffrey Lee Hellrung, Jr. wrote:
> What do you mean by "colliders"? You mean rigid bodies? Or something more
Sorry my physics is a bit rusty, I'm not sure.
A rigid body in Unity at least (which uses PhysX under the hood)
typically has a collider.
I believe collision primitives is what most libraries call what I was
See newton for instance:
> This sounds like you're focusing the scope of this on rigid body
> simulations, which is fine, just that, ya know, there's quite a bit more to
> physics simulation engines :)
>  http://physbam.stanford.edu/
I've never heard of physbam before but looking over it I think it has a
similar set of abstractions to most of the other physics libraries I've
Formalizing these shared aspects into concepts and creating an elegant
interface with multiple backend bindings is what I would hope a boost
physics library would accomplish.