Www.iki.fi/sol - Porting from DOS to Windows. This article first appeared in April 2010 issue of Game Developer Magazine, Inner Product, pages 38-41.
With a better layout. And pictures. So, the 'last May' below refers to May 2009. Max Payne / Alan Wake creator Remedy's top down combat racing game Death Rally was released for DOS computers in 1996, and although it does run under the open source DOSBox emulator, it doesn't run very well. I felt that Death Rally was still a good game and wanted to get it into a playable form again. So last May I got an idea, and thought, "what the heck, let's go for it. " After a couple weeks of legal checking, we agreed that while an open source release would not necessarily be possible, we could probably work something out. The first task would be to take a cursory glance at the material and see if the project was actually possible. Instead of refactoring, I took an archeologist's approach - I made minimal changes and marked my transgressions clearly in the source code.
Starting Blocks. CAPCOM:ロックマン ゼロ コレクション 公式サイト|開発者メッセージ. Iñigo Quilez - fractals, computer graphics, mathematics, demoscene and more. Intro After having posted about the basics of distance functions in several places (pouet, my blog, shadertoy, private emails, etc), i thought it might make sense to put these together in centralized place.
Here you will find the distance functions for basic primitives, plus the formulas for combining them together for building more complex shapes, as well as some distortion functions that you can use to shape your objects. Hopefully this will be usefull for those rendering scenes with raymarching. You can see some of the results you can get by using these techniques in the raymarching distance fields article.
Lastly, this article doesn't include lighting tricks, nor marching acceleartion tricks or more advanced techniques as recursive primitives or fractals. primitives All primitives are centered at the origin. Most of these functions can be modified to use other norms than the euclidean. 面试题:检测点是否在扇形之内 - Milo Yip. 前几天,同事在报告中提及检测角色是否在扇形攻击范围的方法。
我觉得该方法的性能不是太好,提出另一个颇为直接的方法。 此问题在游戏中十分常见,只涉及简单的数学,却又可以看出实现者是否细心,所以我觉得可当作一道简单的面试题。 问题在微博发表后得到不少回应,故撰文提供一些解答。 问题定义: 在二维中,检测点是否在扇形(circular sector)内,设扇形的顶点为,半径为,从方向两边展开角度。 Real-Time Voxels. Rigid Body Physics Engine. Nath Overview For my CS448 project I implemented a rigid body physics engine in C#.
I compute the mass properties of nonconvex polyhedra by integrating over the surface of the mesh. I use a combination of triangulated meshes and signed distance maps to dectect vertex-face intersections as well as edge-edge intersections. Collisions are resolved using impulses which are applied in three stages: an elastic collision stage to resolve collisions between moving bodiess, a more accurate contact stage to resolve the contact forces between objects in contact, and a shock-propagation stage to efficiently force contact resolution to converge. Background. Hotspots, FLOPS, and uOps: To-The-Metal CPU Optimization (Presented by Intel) ScreamyGuy - Random Acts of Programming. Documenting the Creation of a Next-Gen Game Engine. Casey's Blog. Just when you thought you'd finished digesting part one of Jeff and Casey's Thanksgivingcast, the leftovers emerge from the fridge and it's time to gorge yourself on part two.
In this full-length installment, Jeff and Casey attempt to recount another high-quality episode of SeaQuest DSV, in which the crew of the SeaQuest must investigate a diabolical plot to kidnap the leaders of the world using that most terrifying of villainous weapons: a room that moves up and down. 遊戲界怪譚-萬能且神奇的主管 @ CAO阿倫的漫畫日記. GJK (Gilbert–Johnson–Keerthi) Today I’m going to talk about the other collision detection algorithm packaged with the dyn4j project.
You can find a lot of GJK documentation but much of it is really technical mostly because they are research papers. I strongly recommend this video tutorial and to be honest you may not even need to read any further after watching. But if you feel you need more information after watching the video please read on. Introduction GJK, like SAT, only operates on convex shapes. One of the more attractive features of GJK is that it can support any shape that implements a “support function” (we’ll talk about this later). GJK is an iterative method but converges very fast and if primed with the last penetration/separation vector can run in near constant time. GJK’s original intent was to determine the distance between two convex shapes.
Convexity As I said earlier, GJK is an algorithm that can only be used with convex shapes. A + B = {a + b|a∈A, b∈B} Rigid body dynamics - Chris Hecker's Website. Note: the text of this page is from my original website, and I haven't updated it in a while.
Make sure you look at the physics category for all of the articles related to rigid body dynamics. I started getting interested in high end physical simulation for games sometime in 1995. Since I didn't know anything about physics or know any real math (I had calculus in high school and enjoyed it, but had forgotten most of it), I had to teach myself everything from scratch. Let me just say it was a total blast.
I highly recommend everyone taking the time to learn something really big and new every once in a while, in addition to all the little things we're all [hopefully] learning every day.