DeepMind's software stack for physics-based simulation and Reinforcement Learning environments, using MuJoCo.
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Updated
Mar 19, 2022 - Python
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DeepMind's software stack for physics-based simulation and Reinforcement Learning environments, using MuJoCo.
High-performance C++ multibody dynamics/physics library for simulating articulated biomechanical and mechanical systems like vehicles, robots, and the human skeleton.
A multi core friendly rigid body physics and collision detection library suitable for games and VR applications.
High-performance C++ library for multiphysics and multibody dynamics simulations
Central repository for tools, tutorials, resources, and documentation for robotics simulation in Unity.
A tiny (~1.7 KB gzipped) spring physics micro-library that models a damped harmonic oscillator.
3D Procedural Game Engine Using OpenGL
Main development repository for Rigs of Rods soft-body physics simulator
Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of
robosuite: A Modular Simulation Framework and Benchmark for Robot Learning
Pymunk is a easy-to-use pythonic 2d physics library that can be used whenever you need 2d rigid body physics from Python
Scmutils in Clojure
Hi,
one could and should experiment with Interprocedural optimization (IPO) also known as link-time optimization (LTO), especially on the host side for smaller binaries and potentially faster code. It's supported by GCC, Clang, and ICC, among others, which are our typical go-to compilers in HPC.
It's very easy to implement as well
(Up for grabs for anyone who wants to do this)
Docpages generated for flax modules such as our models (RBM, RBMSymm, DenseSymm) are somehow... confused.
That's because Flax modules have a lot of methods scattered around and the attributes get put a bit everywhere.
Moreover, attributes of the model/layer itself are mixed with attributes common to all flax modules that are not really relevan
Examples of various Unity 2D Physics components and features.
GPGPU physics for Three.js
Cross-platform deterministic physics simulation in Unity, using DOTS physics and soft floats
A 2D rigid-body dynamics simulator with some cool features for generating beautiful animations.
Assistive Gym, a physics-based simulation framework for physical human-robot interaction and robotic assistance.
This issue is a roadmap for Molly.jl development. Feel free to discuss things here or submit a PR. Bear in mind that significant refactoring will probably occur as the package develops.
Want to get involved? These issues might be the place to start:
Position based dynamics in Unity
FEATool Multiphysics - "Physics Simulation Made Easy" (Fully Integrated FEA, FEniCS, OpenFOAM, SU2 Solver GUI & Simulation Platform)
The library needs tests to prevent bugs. This library uses pytest as test suite, which is by far the most user friendly test-suite for Python. This is great, because this means anyone can add tests; it's super easy! Moreover, it makes you acquainted with the code, which is why it's labeled a good first issue.
When adding tests, keep the following in mind:
A Compositional Object-Based Approach to Learning Physical Dynamics
Official public repository of Gate
Research prototyping framework for physics simulation written in C++
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Dear Brax team,
Since Brax is fully differentiable, I thought it'd be possible to use it like DiffTaichi or GradSim for system identification (e.g. determining the mass of an object from a trajectory and known force) but I couldn't find any example for this.
Do you happen to have any demo or tips for this?
From the top of my head I would do something like this:
Let's say the task is to es