By DigitalRune Team on
Friday, September 10, 2010
DigitalRune Geometry supports automatic generation of bounding shapes and convex hulls. Using simple bounding shapes or convex hulls is more efficient than using arbitrary triangle meshes in game physics. In this post we will investigate different kinds of bounding shapes. What's up dude? Let's look at a practical example. Here is the Dude from the XNA Skinned Model Example:  The model has 13132 vertices and the skeleton has 60 bones. Bounding Spheres Here is the same model where a bounding sphere is computed for the vertices of each bone. …
|
By DigitalRune Team on
Thursday, August 26, 2010
Yet another blog post about character controllers for 3D games, and this time we will talk about the actual implementation. Kinematic Character Controller Using Discrete Collision Detection Here is how the character controller in our Character Controller Example works: Capsule Shape The character is represented as a an upright capsule that does not rotate:  …
|
By DigitalRune Team on
Friday, August 20, 2010
There are at least two ways to implement a character controller for a 3D game: Kinematic and Dynamic Character Controllers. In this post we discuss the difference and which solution is better. A short reminder: In this context a character controller is the piece of code that computes the movement of the player character in the game. It takes care that the user does not run through walls, can step up/down, jump etc. The character is often modeled as an upright capsule. Related posts: 3D XNA Character Controller Example and Character Controller Requirements Kinematic Character Controller …
|
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.
|
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/ | …
|
By DigitalRune Team on
Wednesday, May 26, 2010
This is a collection of links about game physics, especially rigid body dynamics, and related topics.
|
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.
|