PAL makes physics development FLEXIBLE, FAST and EASY.
PAL supports and provides a number of features for each physics engine:
- Collision System - For ray casting, contact detection etc.
- Solver System - For hardware acceleration and multi threading
- Rigid Bodies - For representing everyday objects, including static (fixed) objects such as terrain, dynamic (moving) objects such as a ragdoll and kinetic objects such as a game player
- Soft Bodies - For representing cloth and deformable bodies
- Fluids - For representing liquids, including direct and grid/heightmap based approaches for large bodies of water, and particle (SPH) approaches for splashes
- Sensors - For robotics applications, such as Inclinometers, Sonars, PSDs, and Transponders
- Actuators - Motors, Servos (PID) and more.
PAL also provides a number of geometries (shapes) and constraints (links).
Check the PAL web site for more information.
The best way to get PAL is directly from the sourceforge development SVN. This will keep you up to date with the latest version of PAL. See PAL SVN.
You can extract PAL from these archives using programs such as tar, gzip and 7-zip
Getting a physics engine
PAL supports multiple physics engines. Direct links to physics engine downloads are provided at the Physics Engine Downloads link.
Configure and build
You may wish to start with the Building PAL with CMake Tutorial
PAL supports multiple physics engines, including:
- Newton Game Dynamics
- Open Dynamics Engine
- PhysX (formerly NovodeX and incorporating Meqon)
- Simple Physics Engine
PAL has deprecated support for:
Supported physics formats
Consult the User's Guide for information on using the wiki software.