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The blog of the DigitalRune team.
By DigitalRune Team on Friday, November 26, 2010

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.

Video

Following video shows the sample running on a Samsung Omnia 7 (a great WP7 device!):

Sample Description

By DigitalRune Team on Monday, November 15, 2010

DigitalRune Graphics WIPBesides 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.)

By DigitalRune Team on Wednesday, November 10, 2010

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.

By DigitalRune Team on Sunday, October 24, 2010

Windows Media PlayerHave 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…

 

By DigitalRune Team on Wednesday, October 13, 2010

ContinuousCollisionDetectionSample

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.

Notes

  • CCD is more expensive than discrete collision detection.
  • Use CCD only for objects that move with a velocity that is high (relative to the object’s extent).
By DigitalRune Team on Friday, October 08, 2010

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.

By DigitalRune Team on Thursday, October 07, 2010

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.

By DigitalRune Team on Saturday, October 02, 2010

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…

By DigitalRune Team on Tuesday, September 28, 2010

GeneralWe 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).

A Few Notes

  • The class diagrams contain all types of the Microsoft XNA Framework 4.0.
  • We tried to arrange the class diagrams so that they can be viewed on a widescreen monitor.
  • Large namespaces, e.g. Microsoft.Xna.Framework.Graphics, are subdivided into several diagrams.
By DigitalRune Team on Tuesday, September 28, 2010

Our new physics library is nearly finished. Here is a compilation of a few tests:

Article Collection

A collection of the most useful blog articles can be found here:

Article Collection
(on Documentation page
)