Related: design, hard, host, mass, pressure, source, space, speed, temp, time, virtual, visco, volume The physical universe is dualistic: virtual/physical spiritual/temporal design/build type/instance code/host DNA/dust Physical sources are the rivalrous, material aspects of reality such as space, time, mass and energy required to host (store and express) virtual things. OpenSourcePhysics.org * The design of a table may be held in a brain, then probably written on paper or with CAD software, and eventually constructed with tools, wood, and skilled labor. * A play writer expresses ideas onto paper with ink and skilled labor. * Paper, ink, light and reading express a play to an actor. * An actor, his skill and labor and the food he ate express a play to an audience. Changing a virtual resource usually implies you are changing a *copy* of it. Copying virtual resources is never zero cost, but a the ease and speed make it seem unimportant. Changing a physical resource usually implies you are changing this specific instance, so must be more carefully considered. Material and Virtual objects differ across the actions of Consuming, Changing and Copying: Rivalrous: Does this action diminish the freedom of others? (seating) Exclusive: Does this action eliminate this freedom of others? (eating) Infinitely repeatable? (copying organisms or software) Gravit.SlowChop.com >>Gravit is a gravity simulator which runs under Linux, Windows and Mac OS X. It's released under the GNU General Public License which makes it free. It uses Newtonian physics using the Barnes-Hut N-body algorithm. Although the main goal of Gravit is to be as accurate as possible, it also creates beautiful looking gravity patterns. It records the history of each particle so it can animate and display a path of its travels. At any stage you can rotate your view in 3D and zoom in and out. Gravit uses OpenGL with Lua, SDL, SDL_ttf and SDL_image. Impulse-Based.de >>The impulse-based dynamic simulation is a new method for the simulation of articulated rigid body systems that I have developed during my PhD. The impulse-based method has some advantages compared to classical methods like the Lagrange multiplier method or the simulation with reduced (or generalized) coordinates. First of all it is easy to understand and easy to implement. It can handle all kinds of joints, velocity constraints, collisions and contacts with friction. The iterative method can even simulate models containing closed kinematic chains without additional effort. The simulation provides accurate results just depending on the used tolerance values. Since the computation of impulses is very easy the simulation runs very fast and even complex models can be simulated in real-time. The Lagrange multiplier method has a drift problem and therefore needs an additional stabilization method like e.g. the one from Baumgarte. The impulse-based method targets a valid joint state directly and so it has no drift problem and no additional stabilization is required.