Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack. Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax; good things come to those who wait. Progress from serenely ambient levels into varied and challenging worlds. Confront attractors, repulsors, and intelligent motes with similar abilities and goals as you. It is 100% DRM and region free, and features procedural generation (play random versions of any level) and an electronic soundtrack by Loscil, Gas/High Skies, Julien Neto, Biosphere, and more.
ODE is a high performance library for simulating rigid body dynamics. It is fully featured, stable, mature, and platform independent with an easy-to-use C/C++ API. It has advanced joint types and integrated collision detection with friction. ODE is useful for simulating vehicles, objects in virtual reality environments, and virtual creatures. It is currently used in many computer games, 3D authoring tools, and simulation tools.
Bullet is a 3D game multiphysics library that provides state of the art collision detection and soft body and rigid body dynamics. Bullet is integrated into Cinema 4D, Lightwave, and Blender. A Houdini and Maya Plugin is available. It has a modular extendible C++ design with hot-swap of most components. The back-ends were optimized for pthreads/Win32 Threads multi-threading and PS3 Cell SPU. Other features include discrete and continuous collision detection (CCD), swept collision queries, ray casting with custom collision filtering, generic convex support (using GJK), capsule, cylinder, cone, sphere, box, and non-convex triangle meshes. Rigid body dynamics include constraint solvers, generic constraints, ragdolls, hinges, and ball-sockets. Constraint limits and motors are supported. Soft body support includes cloth, rope, and deformable objects. Import and export into COLLADA 1.4 Physics format is supported. Dynamic deformation of non-convex triangle meshes is supported by refitting the acceleration structures.
The Particle System API allows C++ application developers to easily include dynamic simulations of groups of moving objects. The API is much lighter weight than a full physics engine. It is especially useful for eye candy in games and screen savers, but is also used in off-line animation software. With the Particle System API you create a group of particles, then describe the components of the particle effect using actions like Gravity(), Explosion(), and Bounce(). You apply the actions to the particle group at each time step, then read back the particle positions and other attributes into your app, or send them directly to the GPU as a vertex array or as geometry instances.
Hearse VS Zombies is an addictive physics puzzle game for the iPhone and iPad. It features realistic automobile physics, the ability to customize your hearse, 24 challenging tracks, and three themes (Graveyard, Zombie Amusement Park, and Zombie Forest). The game is instantly playable and simple to control. It offers hours of gameplay and lots of replay value.
Gravity animates HTML page elements using the laws of physics. It uses the Box2DWeb library to animate given page elements so they move, rotate, and collide. The gravity acceleration and direction are configurable. Given callback functions may be invoked when objects collide. Objects' speed and rotation may be affected when the user drags them using the mouse pointer. Each page element can be made static or animated. Animated page elements may include the respective children elements. The elements' friction and density properties can also be configured.