.. This file was automatically converted from MediaWiki syntax. If some markup is wrong, looks weird or doesn't make sense, feel free to fix it. Please remove this comment once this file was manually checked and no "strange ReST" artifacts remain. .. _physics: Physics ======= Panda3D offers four built-in choices to use for Physics: - :ref:`panda's-built-in-physics-engine`: Panda3D has a very basic physics engine built-in that may apply forces to classes. The physics engine can handle angular or linear forces, as well as viscosity. - :ref:`the-open-dynamics-engine`: This is a more extended physics engine that Panda3D offers good integration for, you will want to use this if you need more complex physics simulations. In Panda3D versions 1.5.3 and above, this is integrated in the binaries from the download page. - NVIDIA PhysX: New in 1.7.0. Not yet documented. - \ `Bullet Physics Engine `__\ : New in 1.8.0. When you have a very simple simulation, you will most likely want to use the built-in physics, which works with Panda's collision system. Although, when the built-in engine doesn't offer enough functionality for you, you can switch to ODE, Bullet or PhysX. Integration for various other physics engines have been provided by the community on the forums: - Old wrappers for AGEIA PhysX: https://www.panda3d.org/forums/viewtopic.php?t=3108 - More recent wrappers: https://www.panda3d.org/forums/viewtopic.php?p=27906#27906 - Most recent wrappers: https://www.panda3d.org/forums/viewtopic.php?t=5067 - Wrappers for Newton Game Dynamics: https://www.panda3d.org/forums/viewtopic.php?t=2617