Best of PhysicsOctober 2025

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    Video
    Avatar of codebulletCode Bullet·32w

    I Made the Same Game in 10 MIN vs 1 HOUR vs 10 HOURS

    A developer challenges himself to create the same naval combat game in three different time constraints: 10 minutes, 1 hour, and 10 hours using Unity. The progression shows how additional development time allows for better water physics, improved graphics, multiplayer functionality, and more polished gameplay mechanics. Each version is tested with a friend in multiplayer mode, revealing both the potential and limitations of rapid game development.

  2. 2
    Video
    Avatar of twoninutepapersTwo Minute Papers·30w

    The Worst Bug In Games Is Now Gone Forever

    A breakthrough collision detection method using cubic barriers and advanced mathematical techniques eliminates clipping issues in simulations with millions of contact points. The technique handles complex scenarios like twisted cloth, ribbons, and deformable objects without any geometry passing through itself, running on a single GPU. Developed by Dr. Ryoichi Ando and published at SIGGRAPH Asia, the research has practical applications in gaming, VFX, and automated fashion design, though it requires minutes per frame to compute.

  3. 3
    Article
    Avatar of hnHacker News·31w

    newton-physics/newton: An open-source, GPU-accelerated physics simulation engine built upon NVIDIA Warp, specifically targeting roboticists and simulation researchers.

    Newton is a GPU-accelerated physics simulation engine built on NVIDIA Warp, designed for robotics and simulation research. The project extends Warp's deprecated sim module and integrates MuJoCo Warp as its primary backend. Key features include GPU-based computation, OpenUSD support, differentiability, and extensibility. Currently in active beta under the Linux Foundation with Apache 2.0 licensing, Newton was initiated by Disney Research, Google DeepMind, and NVIDIA. The engine includes extensive examples covering basic physics, robot simulations, cloth dynamics, inverse kinematics, material point method (MPM), and differentiable simulation scenarios.