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... is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. I am also using the Bulletphysicsengine (with some modifications here and there), a portion of Boost, GLEW, GLFW, GLM, Squirrel (scripting language), and TinyXML2.
QuantimSim is a physics simulation engine. Some aspects of astrophysics, electromagnetism, relativity, thermodynamics, statistical mechanics and quantum mechanics will be included in the simulation library.
The Objective-C Interactive Simulation Abstraction Layer
SimKit(because GameKit was taken) is designed to allow quick and easy cross platform abstraction away from platform dependant drawing and physics libraries. The APIs provide a generic way to make common calls for drawing, animating, and otherwise manipulating 3D entities, as well as shading and texture information.