The Open Dynamics Engine (ODE) is a physics engine. Its two main components are a rigid body dynamics simulation engine and a collision detection engine. It is free software licensed both under the BSD license and the LGPL.


ODE was started in 2001 and has already been used in many applications and games, such as BloodRayne 2, Call of Juarez.
Purpose
The Open Dynamics Engine is used for simulating the dynamic interactions between bodies in space. It is not tied to any particular graphics package.
Supported Geometries
- Box
- Sphere
- Capsule (cylinder capped with hemispheres)
- Trimesh (dynamic trimesh and trimesh-trimesh collisions are still incomplete)
- Cylinder (currently in the unstable release)
See also
- List of games using physics engines
- PAL (Physics Abstraction Layer) a free (LGPL and BSD licensed) and open source cross platform physics engine
- OPAL (Open Physics Abstraction Layer), a free (LGPL and BSD licensed) and open source cross platform physics engine API abstraction system.
- Bullet, a free (zlib licensed) and open source cross platform physics engine.
- Havok Physics / Havok FX, commercial physics engine middleware SDK for computer and video games
- PhysX SDK, commercial realtime physics engine middleware SDK developed by AGEIA
- CTM (Close To Metal), AMD/ATI's competing GPGPU technology for ATI Rade-based GPUs
- CUDA (Compute Unified Device Architecture), NVIDIA's competing GPGPU technology for NVIDIA GeForce-based GPUs
- Graphics Processing Unit (GPU)
- Stream Processor
- Shader
- HLSL2GLSL
- Sh, a GPGPU library for C++
- Stream programming
- GPGPU (General-Purpose Computing on Graphics Processing Units)
- Graphics processing unit
- Physics Processing Unit (PPU)
- Audio_Processing_Unit (APU)