Phyz: Difference between revisions
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{{Infobox |
{{Infobox software |
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| name = Phyz (Dax Phyz) |
| name = Phyz (Dax Phyz) |
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| logo = |
| logo = Phyz Logo.gif |
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| screenshot = |
| screenshot = Phyz Yoda.ogv |
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| caption = |
| caption =Phyz video capture |
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| developer = |
| developer = Firma Stache |
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| latest_release_version = |
| latest_release_version = 3.34 |
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| latest_release_date = |
| latest_release_date = {{Start date and age|2022|08|25}} |
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| latest_preview_version = |
| latest_preview_version = |
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| latest_preview_date = |
| latest_preview_date = |
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| operating_system = [[Microsoft |
| operating_system = [[Microsoft Windows]] |
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| genre = [[Game |
| genre = [[Game engine]] |
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| license = [[Public domain]] |
| license = [[Public domain]] |
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| website = |
| website = {{URL|http://phyz.ath.cx/}} |
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}} |
}} |
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'''Phyz''' (Dax Phyz) |
'''Phyz''' (Dax Phyz) is a [[public domain]],<ref>[http://phyz.ath.cx/ Phyz public domain release statement]</ref> [[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 (physics)|vertex]] based and [[stochastic]]. Its [[integrator#Integrator in computer simulation|integrator]] is based on a [[SIMD]]-enabled assembly version of the [[Mersenne Twister]] [[random number generator]], instead of traditional [[Linear complementarity problem|LCP]] or [[Iterative solver|iterative]] methods, allowing simulation of large numbers of micro objects<ref>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}}</ref> with [[Brownian motion]] and macro effects such as object [[resonance]]<ref>Jan A. Freund (Humboldt-University, Germany) et al., ORAL session C32, 2006-03-12, Washington: [http://flux.aps.org/meetings/YR01/MAR01/abs/S1120.html#SC32.006/ ''Stochastic Resonance and Noise-Induced Phase Synchronization'']</ref> and [[Deformation (engineering)|deformation]]. |
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==Description== |
==Description== |
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===Purpose=== |
===Purpose=== |
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Dax Phyz is used to [[Scientific modelling|model]] and [[computer simulation|simulate]] physical |
Dax Phyz is used to [[Scientific modelling|model]] and [[computer simulation|simulate]] physical phenomena, to [[Animation|animate]] static graphics, and to create videos, [[Graphical user interface|GUI]] [[front end processor (program)|front-ends]] and [[Personal computer game|games]]. There is no specified correlation between Phyz and [[Real life (reality)|reality]].<ref>[http://phyz.ath.cx/faq/faq.htm#Whats_the_scale_of_Phyz Phyz scale FAQ]</ref> |
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===Features<ref>[http://phyz.ath.cx/features/features.htm Dax Phyz features overview]</ref>=== |
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===Features=== |
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* Deformable and breakable |
* Deformable and breakable objects ([[soft body dynamics]]). |
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* [[N-body]] [[particle system|particle]] [[computer simulation|simulation]]. |
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* Rod, stick, pin, slot, rocket, charge, magnet, heat, actuator and custom constraints. |
* Rod, stick, pin, slot, rocket, charge, magnet, heat, actuator and custom constraints. |
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* [[Turing completeness|Turing complete]], real-time logic components (Phyz Logics). |
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* Explosives. |
* Explosives. |
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* Collision and break sound effects. |
* Collision and break sound effects. |
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* Message |
* [[Message-based]] [[application programming interface]]. |
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* Real-time, constraint-aware editing. |
* Real-time, constraint-aware editing. |
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* [[Metaball]]ics effects. |
* [[Metaball]]ics effects. |
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==Screenshots== |
==Screenshots== |
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[[ |
[[File:Dax Phyz scenes org.jpg|640px|Dax Phyz scene screenshots]] |
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# [http://phyz.ath.cx/scenes/scenes.htm#Hammer Hammer scene] (upper left; deformable objects): The hammer's centre of mass is displaced from |
# [http://phyz.ath.cx/scenes/scenes.htm#Hammer 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. |
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# [http://phyz.ath.cx/scenes/scenes.htm#Wedge Wedge scene] (upper right; breakable objects): How to make an impression. |
# [http://phyz.ath.cx/scenes/scenes.htm#Wedge Wedge scene] (upper right; breakable objects): How to make an impression. |
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# [http://phyz.ath.cx/scenes/scenes.htm#Yoda 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. |
# [http://phyz.ath.cx/scenes/scenes.htm#Yoda 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. |
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# [http://phyz.ath.cx/scenes/scenes.htm#Balloon 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 [ |
# [http://phyz.ath.cx/scenes/scenes.htm#Balloon 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]]. |
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[[File:DaxPhyz AirBurstContained.ogv|384px|Dax Phyz Contained Air Burst]] |
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# [http://phyz.ath.cx/videos/videos.htm#Contained_Air_Burst 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. |
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==See also== |
==See also== |
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{{Portal|Free and open-source software|Physics}} |
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{{portal|Software}} |
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* [[Electrostatics]] |
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⚫ | |||
*[[ |
* [[Game physics]] |
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*[[ |
* [[Magnetism]] |
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*[[ |
* [[Physics engine]]s |
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* [[Rigid body dynamics]] |
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*[[Magnetism]] |
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*[[ |
* [[Soft body dynamics]] |
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*[[Physics engine]]s |
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==References== |
==References== |
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{{ |
{{Reflist|30em}} |
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==External links== |
==External links== |
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* [http://phyz.ath.cx/ Official Dax Phyz Homepage] |
* [http://phyz.ath.cx/ Official Dax Phyz Homepage] |
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⚫ | |||
[[Category:Articles containing video clips]] |
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[[Category:Computer physics engines]] |
[[Category:Computer physics engines]] |
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[[Category:Physics software]] |
[[Category:Physics software]] |
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[[Category:Public-domain software]] |
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[[de:Physik-Engine#Physik-Engines]] |
[[de:Physik-Engine#Physik-Engines]] |
Latest revision as of 09:22, 26 September 2024
Developer(s) | Firma Stache |
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Stable release | 3.34
/ August 25, 2022 |
Operating system | Microsoft Windows |
Type | Game engine |
License | Public domain |
Website | phyz |
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.
Description
[edit]Purpose
[edit]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]
- Deformable and breakable objects (soft body dynamics).
- N-body particle simulation.
- Rod, stick, pin, slot, rocket, charge, magnet, heat, actuator and custom constraints.
- Turing complete, real-time logic components (Phyz Logics).
- Explosives.
- Collision and break sound effects.
- Message-based application programming interface.
- Real-time, constraint-aware editing.
- Metaballics effects.
- Bitmap import.
- OpenMP 2.0 support.
Platform availability
[edit]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]
PhyzLizp
[edit]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]
Screenshots
[edit]- 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.
- Wedge scene (upper right; breakable objects): How to make an impression.
- 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.
- 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.
- 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
[edit]References
[edit]- ^ Phyz public domain release statement
- ^ 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
- ^ Jan A. Freund (Humboldt-University, Germany) et al., ORAL session C32, 2006-03-12, Washington: Stochastic Resonance and Noise-Induced Phase Synchronization
- ^ Phyz scale FAQ
- ^ Dax Phyz features overview
- ^ Phyz platform requirements
- ^ Metaballics FAQ
- ^ PhyzLizp description