{'fraction_non_alphanumeric': 0.018811136192626036, 'fraction_numerical': 0.0007524454477050414, 'mean_word_length': 4.564853556485356, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
A Real-Time Physics Simulator for Jenga TM Matthew South

The project sets out to create a real-time physics simulator for the game of JengaTM in 3D. It is observed that the game of JengaTM is physically that of creating a stable stack of blocks, a situation with a high number of contacts indirectly connected to each other at any one time. Analysis of the popular rigid-body method for physics based simulation shows it not to be an ideal solution for such a large number of contacts and an alternative, spring-based method is devised. The spring-based method developed has the advantage of guaranteed resolution of all collisions after a couple of iterations, an essential feature when dealing with a stack of blocks such as in JengaTM. On the negative side, the blocks can now be deformed, which can only be reduced by taking small time steps. This proves to be quite possible for the game of JengaTM due to its largely low velocity nature. The results of the spring-based method are quite encouraging. Though the simulator produced cannot handle the full JengaTM tower, testing scenarios against a portion of the real-tower produced very convincing results. Deformation of blocks is not noticeable, and physical behaviour is very believable. The simulator achieves real-time speeds for about a third of a full JengaTM tower.