Phyz

Last updated
Phyz (Dax Phyz)
Phyz Logo.gif
Phyz video capture
Developer(s) Firma Stache
Stable release
3.34 / March 2, 2017;2 years ago (2017-03-02)
Operating system Microsoft Windows
Type Game engine
License Public domain
Website phyz.ath.cx

Phyz (Dax Phyz) is a public domain, [1] 2.5D physics engine with built-in editor and DirectX graphics and sound. In contrast to most other real-time physics engines, it is vertex based and stochastic. Its integrator is based on a SIMD-enabled assembly version of the Mersenne Twister random number generator, instead of traditional LCP or iterative methods, allowing simulation of large numbers of micro objects [2] with Brownian motion and macro effects such as object resonance [3] and deformation.

The public domain consists of all the creative works to which no exclusive intellectual property rights apply. Those rights may have expired, been forfeited, expressly waived, or may be inapplicable.

2.5D simulation of the appearance of being three-dimensional

The two-and-a-half-dimensional perspective is either 2D graphical projections and similar techniques used to cause images or scenes to simulate the appearance of being three-dimensional (3D) when in fact they are not, or gameplay in an otherwise three-dimensional video game that is restricted to a two-dimensional plane with a limited access to the third dimension. By contrast, games using 3D computer graphics without such restrictions are said to use true 3D.

Physics engine Software for approximate simulation of physical systems

A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics, 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, 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.

Contents

Description

Purpose

Dax Phyz is used to model and simulate physical phenomena, to animate static graphics, and to create videos, GUI front-ends and games. There is no specified correlation between Phyz and reality. [4]

Scientific modelling scientific activity

Scientific modelling is a scientific activity, the aim of which is to make a particular part or feature of the world easier to understand, define, quantify, visualize, or simulate by referencing it to existing and usually commonly accepted knowledge. It requires selecting and identifying relevant aspects of a situation in the real world and then using different types of models for different aims, such as conceptual models to better understand, operational models to operationalize, mathematical models to quantify, and graphical models to visualize the subject.

Computer simulation simulation, run on a single computer, or a network of computers, to reproduce behavior of a system; modeling a real physical system in a computer

Computer simulation is the reproduction of the behavior of a system using a computer to simulate the outcomes of a mathematical model associated with said system. Since they allow to check the reliability of chosen mathematical models, computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics, astrophysics, climatology, chemistry, biology and manufacturing, human systems in economics, psychology, social science, health care and engineering. Simulation of a system is represented as the running of the system's model. It can be used to explore and gain new insights into new technology and to estimate the performance of systems too complex for analytical solutions.

Animation Method of creating moving pictures

Animation is a method in which pictures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation can be used for stylistic reasons, low bandwidth or faster real-time renderings. Other common animation methods apply a stop motion technique to two and three-dimensional objects like paper cutouts, puppets or clay figures.

Features [5]

Particle system technique in game physics, motion graphics, and computer graphics; uses very many very small graphic objects to simulate certain “fuzzy” phenomena (e.g. highly chaotic systems, natural phenomena, or processes caused by chemical reactions)

A particle system is a technique in game physics, motion graphics, and computer graphics that uses a large number of very small sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.

In computability theory, a system of data-manipulation rules is said to be Turing complete or computationally universal if it can be used to simulate any Turing machine. This means that this system is able to recognize or decide other data-manipulation rule sets. Turing completeness is used as a way to express the power of such a data-manipulation rule set. Virtually all programming languages today are Turing Complete. The concept is named after English mathematician and computer scientist Alan Turing.

In computer programming, an application programming interface (API) is a set of subroutine definitions, communication protocols, and tools for building software. In general terms, it is a set of clearly defined methods of communication among various components. A good API makes it easier to develop a computer program by providing all the building blocks, which are then put together by the programmer.

Platform availability

Phyz requires Windows with DirectX 9.0c or later, a display adapter with hardware support for DirectX 9, a CPU with full SSE2 support, and 1 GB of free RAM. [6] The metaballics effects require a GPGPU-capable display adapter. [7]

Microsoft Windows is a group of several graphical operating system families, all of which are developed, marketed and sold by Microsoft. Each family caters to a certain sector of the computing industry. Active Microsoft Windows families include Windows NT and Windows IoT; these may encompass subfamilies, e.g. Windows Server or Windows Embedded Compact. Defunct Microsoft Windows families include Windows 9x, Windows Mobile and Windows Phone.

DirectX collection of multimedia related APIs on Microsoft platforms

Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with Direct, such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth. The name DirectX was coined as a shorthand term for all of these APIs and soon became the name of the collection. When Microsoft later set out to develop a gaming console, the X was used as the basis of the name Xbox to indicate that the console was based on DirectX technology. The X initial has been carried forward in the naming of APIs designed for the Xbox such as XInput and the Cross-platform Audio Creation Tool (XACT), while the DirectX pattern has been continued for Windows APIs such as Direct2D and DirectWrite.

SSE2 is one of the Intel SIMD processor supplementary instruction sets first introduced by Intel with the initial version of the Pentium 4 in 2000. It extends the earlier SSE instruction set, and is intended to fully replace MMX. Intel extended SSE2 to create SSE3 in 2004. SSE2 added 144 new instructions to SSE, which has 70 instructions. Competing chip-maker AMD added support for SSE2 with the introduction of their Opteron and Athlon 64 ranges of AMD64 64-bit CPUs in 2003.

PhyzLizp

PhyzLizp, included with Phyz, is an external application based on the Lisp programming language (Lizp 4). It can be used to measure and control events in Phyz, and to create Phyz extensions such as graphical interfaces, network gateways, non-linear constraints or games. [8]

Lisp (programming language) Programming language

Lisp is a family of computer programming languages with a long history and a distinctive, fully parenthesized prefix notation. Originally specified in 1958, Lisp is the second-oldest high-level programming language in widespread use today. Only Fortran is older, by one year. Lisp has changed since its early days, and many dialects have existed over its history. Today, the best-known general-purpose Lisp dialects are Clojure, Common Lisp, and Scheme.

Screenshots

Dax Phyz scenes org.jpg

  1. Hammer scene (upper left; deformable objects): The hammer's centre of mass is displaced from its rotational axis, creating a torque which keeps the ruler from rotating.
  2. Wedge scene (upper right; breakable objects): How to make an impression.
  3. Yoda scene (lower left; bitmap import, metaballics): 3.446 vertices and 13.336 rods; the vertices form metaballs with colour information from a photograph of a clay model.
  4. Balloon scene (lower right; heat constraints): "Why am I lighter in the water?" Dax asked after a recent swimming lesson. Dax, like balloons, floats since there are more particles pushing on the bottom than on the top, as in buoyancy.

  1. Contained Air Burst (N-body particle system, soft body dynamics): 32.068 vertices, 35.283 constraints. After a brief mushroom formation, the semi-spherical shockwaves propagate to the rectangular container walls, where they are reflected, eventually forming a wedge shape in the middle, quickly degrading to a half-sphere under the influence of gravity.

See also

Electrostatics Electric charge at rest

Electrostatics is a branch of physics that studies electric charges at rest.

Computer animation physics or game physics involves the introduction of the laws of physics into a simulation or game engine, particularly in 3D computer graphics, for the purpose of making the effects appear more realistic to the observer. Typically, simulation physics is only a close approximation to actual physics, and computation is performed using discrete values.

Magnetism class of physical phenomena

Magnetism is a class of physical phenomena that are mediated by magnetic fields. Electric currents and the magnetic moments of elementary particles give rise to a magnetic field, which acts on other currents and magnetic moments. The most familiar effects occur in ferromagnetic materials, which are strongly attracted by magnetic fields and can be magnetized to become permanent magnets, producing magnetic fields themselves. Only a few substances are ferromagnetic; the most common ones are iron, cobalt and nickel and their alloys. The prefix ferro- refers to iron, because permanent magnetism was first observed in lodestone, a form of natural iron ore called magnetite, Fe3O4.

Related Research Articles

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, and in video games. Body movement is calculated using time integration methods.

Havok (software) physics engine developed by Irish company Havok

Havok is a middleware software suite developed by the Irish company Havok. Havok provides a physics engine component and related functions to video games.

Houdini (software) 3D animation software

Houdini is a 3D animation software application developed by SideFX, based in Toronto. SideFX adapted Houdini from the PRISMS suite of procedural generation software tools. Its exclusive attention to procedural generation distinguishes it from other 3D computer graphics software.

COLLADA is an interchange file format for interactive 3D applications. It is managed by the nonprofit technology consortium, the Khronos Group, and has been adopted by ISO as a publicly available specification, ISO/PAS 17506.

PhysX Realtime physics engine software

PhysX is an open-source realtime physics engine middleware SDK developed by Nvidia as a part of Nvidia GameWorks software suite.

Autodesk Softimage 3D computer graphics and animation programme

Autodesk Softimage, or simply Softimage is a discontinued 3D computer graphics application, for producing 3D computer graphics, 3D modeling, and computer animation. Now owned by Autodesk and formerly titled Softimage|XSI, the software has been predominantly used in the film, video game, and advertising industries for creating computer generated characters, objects, and environments.

Blender Game Engine

The Blender Game Engine is a discontinued component of Blender, a free and open-source 3D production suite, used for making real-time interactive content. The game engine was written from scratch in C++ as a mostly independent component, and includes support for features such as Python scripting and OpenAL 3D sound.

Reactor is a physics engine from the Irish software company Havok for use in Autodesk 3ds Max.

Bullet (software) open source physics engine

Bullet is a physics engine which simulates collision detection, soft and rigid body dynamics. It has been used in video games as well as for visual effects in movies. Erwin Coumans, its main author, won a Scientific and Technical Academy Award for his work on Bullet. He worked for Sony Computer Entertainment US R&D from 2003 until 2010, for AMD until 2014, and he now works for Google.

Soft-body dynamics

Soft-body dynamics is a field of computer graphics that focuses on visually realistic physical simulations of the motion and properties of deformable objects. The applications are mostly in video games and films. Unlike in simulation of rigid bodies, the shape of soft bodies can change, meaning that the relative distance of two points on the object is not fixed. While the relative distances of points are not fixed, the body is expected to retain its shape to some degree. The scope of soft body dynamics is quite broad, including simulation of soft organic materials such as muscle, fat, hair and vegetation, as well as other deformable materials such as clothing and fabric. Generally, these methods only provide visually plausible emulations rather than accurate scientific/engineering simulations, though there is some crossover with scientific methods, particularly in the case of finite element simulations. Several physics engines currently provide software for soft-body simulation.

Ronald Paul "Ron" Fedkiw is a full professor in the Stanford University department of computer science and a leading researcher in the field of computer graphics, focusing on topics relating to physically based simulation of natural phenomena and machine learning. His techniques have been employed in many motion pictures. He has earned recognition at the 80th Academy Awards and the 87th Academy Awards as well as from the National Academy of Sciences.

Tokamak (software) open-source physics engine

The Tokamak Game Physics SDK is an open-source physics engine.

Rigs of Rods (RoR) is a free and open source vehicle-simulation game which uses soft-body physics to simulate the motion destruction and deformation of vehicles. The game is built using a specific soft-body physics engine called Beam, which simulates a network of interconnected nodes and gives the ability to simulate deformable objects. With this engine, vehicles and their loads flex and deform as stresses are applied. Crashing into walls or terrain can permanently deform a vehicle until it is reset; however, not all vehicles in the game have flexible bodies.

AnyKode Marilou

anyKode Marilou is a modeling and simulation environment for mobile robots, humanoids, articulated arms and parallels robots operating in real-world conditions that respect the laws of physics. This robotics suite is used in research centers as well as industry for various projects like humanoid architectures, wheeled and multi legged vehicles and multi-robot systems (Multi-agents).

Simulation Open Framework Architecture Open source framework primarily targeted at real-time physical simulation

Simulation Open Framework Architecture (SOFA) is an open source framework primarily targeted at real-time physical simulation, with an emphasis on medical simulation.
It is mostly intended for the research community to help develop newer algorithms, but can also be used as an efficient prototyping tool or as a physics engine.

Physically based animation is an area of interest within computer graphics concerned with the simulation of physically plausible behaviors at interactive rates. Advances in physically based animation are often motivated by the need to include complex, physically inspired behaviors in video games, interactive simulations, and movies. Although off-line simulation methods exist to solve most all of the problems studied in physically-based animation, these methods are intended for applications that necessitate physical accuracy and slow, detailed computations. In contrast to methods common in offline simulation, techniques in physically based animation are concerned with physical plausibility, numerical stability, and visual appeal over physical accuracy. Physically based animation is often limited to loose approximations of physical behaviors because of the strict time constraints imposed by interactive applications. The target frame rate for interactive applications such as games and simulations is often 25-60 hertz, with only a small fraction of the time allotted to an individual frame remaining for physical simulation. Simplified models of physical behaviors are generally preferred if they are more efficient, easier to accelerate, or satisfy desirable mathematical properties. Fine details are not important when the overriding goal of a visualization is aesthetic appeal or the maintenance of player immersion since these details are often difficult for humans to notice or are otherwise impossible to distinguish at human scales.

Cannon.js is an open source JavaScript 3D physics engine created by Stefan "schteppe" Hedman. Unlike physics engine libraries ported from C++ to Javascript, cannon.js is written in Javascript from the start and can take advantage of its features. In a 2013 comparison with Ammo.js, cannon.js was found to be "more compact, more comprehensible, more powerful with regard to its performance and also easier to understand", but did not have as many features.

References

  1. Phyz public domain release statement
  2. Vladislav Popkov et al., 2002, J. Phys. A, Math. Gen. 35 7187-7204: A sufficient criterion for integrability of stochastic many-body dynamics. ISBN   978-5-901548-12-7
  3. Jan A. Freund (Humboldt-University, Germany) et al., ORAL session C32, 2006-03-12, Washington: Stochastic Resonance and Noise-Induced Phase Synchronization
  4. Phyz scale FAQ
  5. Dax Phyz features overview
  6. Phyz platform requirements
  7. Metaballics FAQ
  8. PhyzLizp description