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Physics engine
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==== Paradigms ==== Physics engines for video games typically have two core components, a [[collision detection]]/[[collision response]] system, and the [[Dynamical simulation|dynamics simulation]] component responsible for solving the forces affecting the simulated objects. Modern physics engines may also contain [[Computational fluid dynamics|fluid simulations]], animation [[Motion control|control systems]] and [[COLLADA|asset integration]] tools. There are three major paradigms for the physical simulation of solids:<ref>{{cite book |last1=Erleben |first1=Kenny |last2=Sporring |first2=Jon |last3=Henriksen |first3=Knud |last4=Dohlmann |first4=Henrik |date=2005 |title=Physics-Based Animation}}</ref> * Penalty methods, where interactions are commonly modelled as [[Soft body dynamics#Spring/mass models|mass-spring]] systems. This type of engine is popular for deformable, or [[Soft body dynamics|soft-body physics]]. * Constraint based methods, where [[Constraint (mathematics)|constraint equations]] are solved that estimate physical laws. * Impulse based methods, where [[impulse (physics)|impulse]]s are applied to object interactions. However, this is actually just a special case of a constraint based method combined with an iterative solver that propagates impulses throughout the system. Finally, hybrid methods are possible that combine aspects of the above paradigms.
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