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. …
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By DigitalRune Team on
Wednesday, July 21, 2010
For the new DigitalRune Geometry library we have created a simple 3D character controller example (including source code). A character controller, as understood in this context, is a game engine module that computes the movement of an avatar in a game. The input for the character controller is the desired movement (e.g. “move forward with 5 m/s speed”, or “jump”) and the output is the new corrected avatar position in the 3D game world. The character controller has to apply gravity, avoid penetration of walls and other solid objects, handle stepping up/down slopes and stairs, and more.
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By DigitalRune Team on
Wednesday, July 21, 2010
This blog post contains our collection of references for Collision Detection: website links, a list of collision detection libraries, list of books. This post will be updated from time to time. If you know other useful links, please let us know and we will include them in this blog post. Collision Detection Websites This is a collection of various links about collision detection and related topics.
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