a 3D physics engine written in C++
- Impulse-based rigid-body dynamics
- Spring and position constraints
- BVH construction for static bodies and broad phase BVH traversal
- Mid phase AABB collision detection
- Narrow phase GJK and EPA collision detection
- Sphere, box, cylinder, capsule, and convex polyhedron shapes
- Static and dynamic bodies
- Locked rotation for dynamic bodies
- Sleeping
- Ray casting all shapes except capsules
- Car joint (spring systems that roughly model car wheels & suspension)