By DigitalRune Team on
Wednesday, July 21, 2010
For the new DigitalRune Geometry library we have created a simple 3D character controller example (including source code). A character controller, as understood in this context, is a game engine module that computes the movement of an avatar in a game. The input for the character controller is the desired movement (e.g. “move forward with 5 m/s speed”, or “jump”) and the output is the new corrected avatar position in the 3D game world. The character controller has to apply gravity, avoid penetration of walls and other solid objects, handle stepping up/down slopes and stairs, and more.
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By DigitalRune Team on
Wednesday, July 21, 2010
This blog post contains our collection of references for Collision Detection: website links, a list of collision detection libraries, list of books. This post will be updated from time to time. If you know other useful links, please let us know and we will include them in this blog post. Collision Detection Websites This is a collection of various links about collision detection and related topics.
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By DigitalRune Team on
Monday, July 05, 2010
Here is a list of physics engines. This blog entry will be updated from time to time. If you know other useful links, please let us know and we will include them in this list.
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By DigitalRune Team on
Saturday, July 03, 2010
Like my brother Helmut, I finished my master thesis in 2005. The thesis goes through all the steps necessary for animating characters in games. I thought it might be of use to someone who is just starting with this topic – so I might just write a blog post and put it back online for download.
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By DigitalRune Team on
Tuesday, June 08, 2010
If you don’t know how to create class diagrams for the XNA classes in Visual Studio, here is a quick summary of the process.
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By DigitalRune Team on
Tuesday, June 08, 2010
When I learn a new API I like to look at the API using different views: example code, API documentation, and class diagrams. When we started to learn XNA, we created class diagrams for the XNA framework. This helped a lot in getting an overview and seeing relationships between types. I haven’t seen XNA class diagrams publicly on the internet. So it might help if I post our class diagrams here.
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By DigitalRune Team on
Wednesday, May 26, 2010
Here is a list of books related to rigid body dynamics and game physics. |
| Physics for Game Developers by David M. Bourg This book is an easy-to-read introduction to game physics. It explains the basics (kinematics, kinetics, forces, particles, rigid bodies, collision response) and several applications (projectiles, ships, hovercrafts, cars, etc.). The book is for beginners. You will need other sources for advanced topics, like rigid body contacts or joint-handling. I have encountered several errors while reading the book, so make sure to read the errata on the book's website: http://www.oreilly.com/catalog/physicsgame/ | …
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By DigitalRune Team on
Wednesday, May 26, 2010
This is a collection of links about game physics, especially rigid body dynamics, and related topics.
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By DigitalRune Team on
Wednesday, May 26, 2010
This is a collection of various links about character animation and related topics. Libraries and Products
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By DigitalRune Team on
Monday, May 24, 2010
In 2005 I finished my master thesis about rigid body dynamics. It shows how to build a rigid body physics engine for interactive 3d applications. I am sure it is a good starting point for everyone who wants to learn about game physics.
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