Commit 7a423aba authored by Jiangjian  Xie's avatar Jiangjian Xie
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Update README.md

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@@ -65,7 +65,27 @@ We use the VertexBufferObject class which can store the matrix of every triangle
We use the Jbullet to create a physical World and deal the collition, deformation of that onject. 

## List
jbullet (100% completion rate)
1. Real-Time Physics Simulation:
JBullet can be employed to add real-time physical effects to games and interactive applications. This includes simulating gravity, collisions, and other forces.

2. Collision Detection:
It provides efficient collision detection capabilities, capable of handling complex scenarios with multiple interacting objects.

3. Rigid Body Dynamics:
Supports simulation of rigid body dynamics including movement, rotation, and interaction effects of objects.

4. Soft Body Dynamics:
Although JBullet primarily focuses on rigid bodies, applications needing to simulate more complex materials (like cloth or fluids) might require extensions or complementary libraries.

vecmath (70% completion rate)
1. Vector Classes:
Implements two-dimensional, three-dimensional, and four-dimensional vectors.
Supports common mathematical operations such as addition, subtraction, dot product, cross product, etc.

2. Matrix Classes:
Includes various matrix structures, such as 2x2, 3x3, and 4x4 matrices.
Matrix operations include multiplication, inverse, transpose, etc.

## Usage
Use examples liberally, and show the expected output if you can. It's helpful to have inline the smallest example of usage that you can demonstrate, while providing links to more sophisticated examples if they are too long to reasonably include in the README.