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readme.md
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readme.md
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<h3>About</h3>
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### About
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Bounce is a 3D physics engine for games and interactive applications.
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Bounce is a 3D physics engine for games.
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To get started with Bounce see readme.txt.
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@ -8,55 +8,51 @@ Here is how to control the Testbed. The Testbed is a collection of non-unit test
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Camera (as in Maya):
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<ul>
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<li>Rotate the scene holding LSHIFT + LMB</li>
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<li>Translate the scene holding LSHIFT + RMB</li>
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<li>Zoom in/out the scene using LSHIFT + Mouse Wheel</li>
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</ul>
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* Rotate the scene holding LSHIFT + LMB
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* Translate the scene holding LSHIFT + RMB
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* Zoom in/out the scene using LSHIFT + Mouse Wheel
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Bounce is released under the <b>zlib</b> license.
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<h3>Features</h3>
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### Features
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<ul>
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<h4>Common</h4>
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#### Common
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<li>Efficient data structures with no use of STL</li>
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<li>Stack and small block allocators</li>
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<li>Built-in math library</li>
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<li>Tunable settings used across the entire library</li>
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* Efficient data structures with no use of STL
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* Stack and small block allocators
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* Built-in math library
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* Tunable settings used across the entire library
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<h4>Collision</h4>
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#### Collision
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<li>Dynamic tree broadphase</li>
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<li>Static tree "midphase"</li>
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<li>SAT</li>
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<li>GJK</li>
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<li>Spheres, capsules, hulls, triangle meshes</li>
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<li>Optimized pair management</li>
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* Dynamic tree broadphase
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* Static tree "midphase"
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* SAT
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* GJK
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* Spheres, capsules, hulls, triangle meshes
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* Optimized pair management
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<h4>Dynamics</h4>
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#### Dynamics
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<li>Contact, friction, restitution</li>
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<li>Mouse, spring, sphere, cone, revolute joint types</li>
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<li>Joint motors, limits</li>
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<li>Constraint graphs</li>
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<li>Simulation islands and sleep management</li>
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<li>Linear time solver</li>
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<li>Stable shape stacking</li>
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<li>One-shot contact manifolds</li>
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<li>Contact clustering, reduction, and persistence</li>
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<li>Contact callbacks: begin, pre-solve, post-solve</li>
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<li>Ray-casting and volume queries</li>
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* Contact, friction, restitution
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* Mouse, spring, sphere, cone, revolute joint types
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* Joint motors, limits
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* Constraint graphs
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* Simulation islands and sleep management
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* Linear time solver
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* Stable shape stacking
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* One-shot contact manifolds
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* Contact clustering, reduction, and persistence
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* Contact callbacks: begin, pre-solve, post-solve
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* Ray-casting and volume queries
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<h4>Testbed</h4>
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#### Testbed
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<li>OpenGL with GLFW and GLAD</li>
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<li>UI by imgui</li>
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<li>Mouse picking</li>
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<li>premake build system</li>
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* OpenGL with GLFW and GLAD
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* UI by imgui
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* Mouse picking
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* premake build system
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<h4>Documentation</h4>
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#### Documentation
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<li>Doxygen API documentation</li>
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</ul>
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* Doxygen API documentation</li>
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