Busy Java Developer's Guide to Physics Engines

"From Wikipedia: "A physics engine is computer software that provides an approximate simulation of certain simple physical systems, such as rigid body dynamics (including collision detection), 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 (typically as middleware), 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."

In this presentation, we'll look at some of the physics engines available, and how to use them from within Java for a variety of purposes (most of which will be game-oriented, but can easily be extrapolated into other, more business-focused, scenarios).


About Ted Neward

Ted Neward

Ted Neward is an Architectural Consultant with Neudesic, LLC as well as the Principal with Neward & Associates. He speaks on the conference circuit discussing Java, .NET and XML service technologies, focusing on Java-.NET interoperability, programming languages, and virtual machine technologies. He has written several widely-recognized books in both the Java and .NET space, including the recently- released "Professional F#" and widely-acclaimed "Effective Enterprise Java". He lives in the Pacific Northwest.

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