Calin said:
The types of interactions between objects in the real world are numerically limited, current physical engines can simulate all them* (which is showcased in Newton Dynamics SandBox).
Not sure where you are heading, but Newton can simulate classical mechanics with rigid bodies (soft bodies, cloth and fluid is wip). And yes, that's what we need to simulate robots. In my experience it is the best physics engine for this, because it's very flexible to implement your own kinds of joints and motors, and has high accuracy and robustness at good performance. Due to accuracy being so good, the joint motors can drive a biped model precisely and there is no need to work on your own constraint solver to get motor torques. So i can really recommend it if you want to work on such simulations, but i did no comparisons to other engines anymore since 15 years. They all have added robotics features since then, and there are some new ones too.
Physics Engines also provide tools to help with motion planning. Trace rays to check for potential collisions, or cast a shape through the scene to see if obstacles cross the path.
What they traditionally don't have is tools for control problems. To push the button, you may first calculate a pose which does so, but then you need to drive joint motors to get to this pose. That's not easy. The naive solution would be to rotate joints with some constant angular velocity to get from pose to pose. But this looks like bad movie robots from the fifties, and worse, we can not solve higher level problems like efficient balancing this way.
Now i'm not up to date with this either, and idk what control problem tools physics engines have at current day. AFAICT, Newtons approach seems to be effector driven. ‘Effector’ means the end of a chain of bones in a skeleton, so the hand and feet, or the head. The user gives targets for them, and the physics engine cares about the rest, including maintaining balance and locomotion. If so, the user would not even need to work on IK problems, so that's really easy to use. But idk how to gain more precise control in cases where we need that - likely by providing poses / animation somehow. We'll see how it evolves, and i should try and give feedback.
I'm curious what other engines do, if somebody can tell…