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By DigitalRune Team on Thursday, November 29, 2012

Rendercode Games has released the new Xbox LIVE Indie game Racedrome City:

The latest chapter in the Racedrome saga raises the bar with improved handling, physics, and visuals. Enjoy high-speed urban racing against strong AI, or challenge up to 8 players online. Also included is local multiplayer, global scoreboards, rewind function, and more!

Here is the trailer:

Racedrome City uses DigitalRune Physics to simulate the vehicles. More specifically, …

By DigitalRune Team on Thursday, October 04, 2012

Car PhysicsA while ago we have blogged about our car physics implementation (see Car Physics for 3D Games). Today we release an alternative implementation:

A Constraint-Based Ray-Cast Car

By DigitalRune Team on Monday, April 11, 2011

We have recently added 3D vehicle physics to our DigitalRune Physics library. In this post we will explain how the car physics works, so that you can either create your own car physics, or you can understand and tune the car physics that comes with our libraries.

Our Goal

Let’s have a look at what we want to achieve. Following Vehicle Sample is an XNA example project that is included in the DigitalRune Physics Bundle:

Requirements

Article Collection

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

Article Collection
(on Documentation page
)