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The blog of the DigitalRune team.
By DigitalRune Team on Monday, December 13, 2010

In the previous post I have introduced the concept of a Pose. A Pose is a new type defined in DigitalRune Geometry. It defines the position and orientation of an object in 3D space.

In this post I will describe how a Pose can be used to define a World or View transformation matrix…

By DigitalRune Team on Monday, December 13, 2010

The task of positioning an object in space is so important in a game that we have introduced a type called Pose in DigitalRune Geometry. A Pose describes a position (a Vector3F) and an orientation (a Matrix33F or a QuaternionF) in 3D space. It is very similar to a transformation matrix…

By DigitalRune Team on Wednesday, December 08, 2010

Here is another Windows Phone 7 physics example: It shows a few bodies and a 3d ragdoll. Tilt or shake the phone to move the bodies.

Video

Download DigitalRune Physics Phone Sample

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.

Article Collection

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

Article Collection
(on Documentation page
)