Windows Phone 7 is awesome! – This blog post shows DigitalRune Physics on a real Windows Phone 7 in action. The full sample source code can be downloaded at the end of the posting.
Following video shows the sample running on a Samsung Omnia 7 (a great WP7 device!):
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Besides DigitalRune Physics we have been working on DigitalRune Graphics for several month now. I thought it would be nice to use a few graphics effects of DigitalRune Graphics to make our physics demos more interesting. – And here is the result: A short video testing screen space ambient occlusion, an atmospheric scattering skydome and god rays in a simple XNA physics demo. (Implementation details follow after the video.)
Fine, we have found a way to implement Continuous Collision Detection (CCD), but how do we integrate this into our game physics library?
This article explains how to use CCD in game physics; especially a technique called motion clamping that is used in DigitalRune Physics and possible pitfalls you could come across when you use game physics with CCD.
Have you ever heard of Speed Reading? Forget speed reading – let me introduce you to Speed Watching!
But, first a little background information: What is speed reading? From Wikipedia:
Speed reading is a collection of reading methods which attempt to increase rates of reading without greatly reducing comprehension or retention…
The last posts (Continuous Collision Detection – The Problem and Continuous Collision Detection – Solutions) covered Continuous Collision Detection (CCD). Here are a few more notes related to CCD.
In the last post we talked about the shortcomings of discrete collision detection and why we need continuous collision detection (CCD). Now it is time to discuss ways to implement CCD to avoid tunneling of objects (missed collisions) and find the time of impact.
Collision detection in 3d games detects whether objects are intersecting. The normal discrete collision detection does so by checking the objects at their current position. Then the game moves the objects and the collision detection checks the objects at their new positions.
This method works for slow moving objects, but for fast moving objects critical collisions can be missed. To detect all collisions we need “Continuous Collision Detection” (CCD), which we will discuss in this and the next blog posts.
Multi-monitor support in Visual Studio 2010 is great. However, there is no direct way to switch between different window layouts.
In Visual Studio 2003 and 2005 you could use the addin VSWindowManager to manage window layouts. With some minor adjustments you could also run the addin in Visual Studio 2008. But the addin is not compatible with Visual Studio 2010.
Luckily, there is a simple solution…
We have created class diagrams for the Microsoft XNA Framework 4.0 assemblies (including Content Pipeline). (If you are looking for XNA 3 class diagrams, take a look at this post: XNA 3.x Framework Class Diagrams).
Our new physics library is nearly finished. Here is a compilation of a few tests:
A collection of the most useful blog articles can be found here:
Article Collection (on Documentation page)
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