DigitalRune Physics is a .NET class library for game physics, especially rigid body dynamics. Such a library is usually called a physics engine. The library was designed for use in video games and virtual reality applications.
This topic contains the following sections.
Microsoft .NET Framework 4.0 (or higher)
Microsoft XNA Framework 4.0 (Windows, Xbox 360, Windows Phone 7)
Here is an overview of features in this product.
Intended and optimized for use in 3D real-time applications
Extensible: Users can add new force effects, constraints (joints), materials etc.
Rigid body dynamics
Computation of mass properties for all kinds of shapes and general triangle meshes
Force effects and force fields: Gravity, Damping, Explosion, Buoyancy (bodies swimming in water)
Materials supporting dry friction, restitution and surface motion. Support for uniform materials, composite materials and custom materials.
Sleeping (Automatic deactivation of inactive objects)
Continuous Collision Detection (CCD) for fast moving objects
Joints: ball-and-socked joint, cylindrical slider joint, prismatic slider joint, fixed/weld joint, hinge/revolute joint, hinge-2 joint, universal joint
Joint limits: angular limits, linear limits, plane limit, twist-and-swing limit
Free configurable contraints that can be used to create new constraint types: AngularLimit, LinearLimit
Motors and damped springs: Position motors, orientation motors, velocity motors (servos)
Miscellaneous constraints: No-rotation constraint, point-on-line constraint, point-on-plane constraint
Ragdolls for Xbox LIVE Avatars (including blending of ragdoll physics and keyframed animation)
Character controllers for computing 3D avatar movement
Following namespaces belong to DigitalRune.Physics: