PropertyValue
http://www.w3.org/1999/02/22-rdf-syntax-ns#type
http://www.w3.org/ns/prov#value
  • Assuming you already got a physics based integrator working for impulse based simulations and collision of rigid bodies working (if your meshes are not cuboids or simple shapes e.g. cones, cylinders, spheres, capsules are ok too (cylinders with sphere caps), you need arbitrary convex mesh collision: look at the GJK algorithm.
http://www.w3.org/ns/prov#wasQuotedFrom
  • gamedev.net