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We describe an efficient algorithm for the simulation of large sets of non-convex rigid bodies. The algorithm finds a simultaneous solution for a multi-body system that is linear in the total number of contacts detected in each iteration. We employ a novel contact model that uses mass, location, and velocity information from all contacts, at the moment of maximum compression, to constrain rigid body velocities. We also develop a new friction model in the configuration space of rigid bodies. These models are used to compute the feasible velocity and the frictional response of each body. Implementation is simple and leads to a fast rigid body simulator that computes steps on the order of seconds for simulations involving over one thousand non-convex objects in high contact configurations.