diff --git a/sources/reactphysics3d/engine/CollisionEngine.cpp b/sources/reactphysics3d/engine/CollisionEngine.cpp
new file mode 100644
index 00000000..ea86c329
--- /dev/null
+++ b/sources/reactphysics3d/engine/CollisionEngine.cpp
@@ -0,0 +1,91 @@
+/***************************************************************************
+* Copyright (C) 2009 Daniel Chappuis *
+****************************************************************************
+* This file is part of ReactPhysics3D. *
+* *
+* ReactPhysics3D is free software: you can redistribute it and/or modify *
+* it under the terms of the GNU Lesser General Public License as published *
+* by the Free Software Foundation, either version 3 of the License, or *
+* (at your option) any later version. *
+* *
+* ReactPhysics3D is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU Lesser General Public License for more details. *
+* *
+* You should have received a copy of the GNU Lesser General Public License *
+* along with ReactPhysics3D. If not, see . *
+***************************************************************************/
+
+// Libraries
+#include "CollisionEngine.h"
+#include
+
+// We want to use the ReactPhysics3D namespace
+using namespace reactphysics3d;
+
+// Constructor
+CollisionEngine::CollisionEngine(CollisionWorld* world, const Time& timeStep)
+ :DynamicEngine(world, timeStep) {
+
+}
+
+ // Destructor
+CollisionEngine::~CollisionEngine() {
+
+}
+
+// Update the physics simulation
+void CollisionEngine::update() {
+
+ CollisionWorld* collisionWorld = dynamic_cast(world);
+ assert(collisionWorld != 0);
+
+ // While the time accumulator is not empty
+ while(timer.getAccumulator() >= timer.getTimeStep().getValue()) {
+
+ // Remove all old collision contact constraints
+ collisionWorld->removeAllContactConstraints();
+
+ Time timeFirst = 0; // First collision time
+ Time timeLast = DBL_MAX; // Last collision separation time
+
+ // Compute the collision detection
+ if(collisionDetection.computeCollisionDetection(collisionWorld, timer.getTimeStep(), timeFirst, timeLast)) {
+ // For each body in the dynamic world
+ for(std::vector::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
+ // If the body is a RigidBody and if the rigid body motion is enabled
+ RigidBody* rigidBody = dynamic_cast(*it);
+ if (rigidBody && rigidBody->getIsMotionEnabled()) {
+ // Update the state of the rigid body
+ updateBodyState(rigidBody, timeFirst);
+ }
+ }
+ }
+ else {
+ // For each body in the dynamic world
+ for(std::vector::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
+ // If the body is a RigidBody and if the rigid body motion is enabled
+ RigidBody* rigidBody = dynamic_cast(*it);
+ if (rigidBody && rigidBody->getIsMotionEnabled()) {
+ // Update the state of the rigid body with an entire time step
+ updateBodyState(rigidBody, timer.getTimeStep());
+ }
+ }
+ }
+
+ // Update the timer
+ timer.update();
+ }
+
+ // For each body in the dynamic world
+ for(std::vector::const_iterator it = world->getBodyListStartIterator(); it != world->getBodyListEndIterator(); ++it) {
+ // If the body is a RigidBody and if the rigid body motion is enabled
+ RigidBody* rigidBody = dynamic_cast(*it);
+ if (rigidBody && rigidBody->getIsMotionEnabled()) {
+ // Update the interpolation factor of the rigid body
+ // This one will be used to compute the interpolated state
+ rigidBody->setInterpolationFactor(timer.getInterpolationFactor());
+ }
+ }
+}
diff --git a/sources/reactphysics3d/engine/CollisionEngine.h b/sources/reactphysics3d/engine/CollisionEngine.h
new file mode 100644
index 00000000..96125210
--- /dev/null
+++ b/sources/reactphysics3d/engine/CollisionEngine.h
@@ -0,0 +1,50 @@
+/***************************************************************************
+* Copyright (C) 2009 Daniel Chappuis *
+****************************************************************************
+* This file is part of ReactPhysics3D. *
+* *
+* ReactPhysics3D is free software: you can redistribute it and/or modify *
+* it under the terms of the GNU Lesser General Public License as published *
+* by the Free Software Foundation, either version 3 of the License, or *
+* (at your option) any later version. *
+* *
+* ReactPhysics3D is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU Lesser General Public License for more details. *
+* *
+* You should have received a copy of the GNU Lesser General Public License *
+* along with ReactPhysics3D. If not, see . *
+***************************************************************************/
+
+#ifndef COLLISIONENGINE_H
+#define COLLISIONENGINE_H
+
+// Libraries
+#include "DynamicEngine.h"
+#include "../collision/CollisionDetection.h"
+
+// ReactPhysics3D namespace
+namespace reactphysics3d {
+
+/* -------------------------------------------------------------------
+ Class CollisionEngine :
+ This class implements the physics engine where bodies can
+ collide. This class inherits from the class DynamicEngine.
+ -------------------------------------------------------------------
+*/
+class CollisionEngine : public DynamicEngine {
+ private :
+ CollisionDetection collisionDetection; // Collision detection
+ // ConstraintSolver constraintSolver; // Constraint solver
+
+ public :
+ CollisionEngine(CollisionWorld* world, const Time& timeStep); // Constructor
+ virtual ~CollisionEngine(); // Destructor
+
+ virtual void update(); // Update the physics simulation
+};
+
+} // End of the ReactPhysics3D namespace
+
+#endif