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		<title>Welcome</title>
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			<title>Welcome</title>
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			<description><![CDATA[<p style="text-align: center;"><img src="http://ezphysics.org/joomla/images/stories/EZPhysics/untitled.jpg" border="1" alt="Robot Skating" title="Main Page" width="75%" style="border: 0px initial initial;" /></p>
<p style="text-align: center;"> </p>
<p>Physics libraries such as ODE provide excellent real-time simulation,  embedding them in a 3D application to create a virtual reality is far  from trivial. It is often prohibitively difficult to create a simulated  reality that incorporates complex dynamic objects that interact with  each other and the environment under physics' constraints.</p>
<p> </p>
<p>EZPhysics  integrates Ogre 3D graphics library with ODE physics library. It aims  to breath life into 3D game characters by animating them using robotics  control methods rather than playing pre-cooked motion sequences. Most  games use simulated physics to animate scenes such as explosions and  ragdolls, car steering and plane flying. However, human characters and  monsters don't "really" walk and jump in games.</p>
<p>Using EZPhysics,  it is possible to create animated characters that really interact with  the environment using closed loop control techniques as do real robots.  It can also be used to develop complex motions for legged robots.</p>
<p>It is composed of several parts:</p>
<p> </p>
<p><span style="text-decoration: underline;">Editor &amp; Simulator</span></p>
<p>- Facilitate the mapping between 3D meshes and physics engine objects for the purpose of mass/inertia and collision.<br />- Lets you interactively embed objects supported by the physics engine  into 3D meshes, attach joints and constraints to the physics objects<br />- Save the “physically rigged” scenes into files, and run interactive simulations.</p>
<p><span style="text-decoration: underline;">Remote control protocol</span></p>
<p>- Lets a remote "brain" control the  robot/character through closed loop network protocol. EZPhysics sends  the details of all the joint positions, collisions and disposition  relative to the environment (IMU). The remote brain sends back commands  to the robot/character's motors. The system allows finetuning and balancing the a fixed number frames per second vs. real-time performance.<br />- This makes it easier to develop complex controllers using Matlab or  any programming language without needing to know anything about  EZPhysics.<br />- This allows seamless transition to a real robot with same features as  the simulated one (with an embedded computer and wireless interface)  that can mimic the same protocol.</p>
<p><span style="text-decoration: underline;">C++ API</span></p>
<p>- Lets you  embed the “physically rigged” meshes into your 3D game or application. This  involves using classes and methods for reading the rigged-models files and  manipulating the physical aspects of the objects, such as applying  torques and forces to joints. The API uses similar popular design  patterns as Ogre.</p>
<p> </p>]]></description>
			<author>admin@robosavvy.com (Administrator)</author>
			<category>frontpage</category>
			<pubDate>Wed, 20 Apr 2011 14:19:52 +0000</pubDate>
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