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http://gafferongames.com/game-physics/networked-physics/ Introduction Hi, I’m Glenn Fiedler and welcome to the final article in my series on Game Physics . In the previous article we discussed how to use spring-like forces to model basic collision response, joints and motors. Now we’re going to discuss how to network a physics simulation. Networking a physics simulation is the holy grail of multiplayer gaming and the massive popularity of first person shooters on the PC is a testament to the just how immersive a networked physics simulation can be.

Game Development Tutorials – Game Physics – Networked Physcis

Introduction Hi, I’m Glenn Fiedler and welcome to the fourth article in my series on Game Physics . In the previous article we discussed how to simulate the motion of rigid bodies in 3D.

Game Development Tutorials – Game Physics – Spring Physics

http://gafferongames.com/game-physics/spring-physics/

Game Development Tutorials – Game Physics – Physics in 3D

http://gafferongames.com/game-physics/physics-in-3d/ Introduction Hi, I’m Glenn Fiedler and welcome to the third article in my series on Game Physics . In the previous article we discussed how to integrate our physics simulation forward at fixed delta time increments, regardless of display framerate. Now are going to simulate objects that move linearly and rotate in three dimensions.

Game Programming Tutorials – Game Physics – Fix your Timestep!

Introduction Hello, I’m Glenn Fiedler and welcome to the second article in my series on Game Physics . In the previous article we discussed how to integrate the equations of motion using an RK4 integrator. Integration sounds complicated but really it’s just a way to advance the your physics simulation forward by some small amount of time called “delta time” (or dt for short). But how to choose this delta time value? http://gafferongames.com/game-physics/fix-your-timestep/
http://gafferongames.com/game-physics/integration-basics/

Game Development Tutorials – Game Physics – Integration Basics

Introduction Hi, I’m Glenn Fiedler and welcome to the first article in my series on Game Physics . If you have ever wondered how the physics simulation in a computer game works then this series of articles will explain it for you. I assume you are proficient with C++ and have a basic grasp of physics and mathematics. Nothing else will be required if you pay attention and study the example source code.

Game Development Tutorials – Game Physics

http://gafferongames.com/game-physics/ Integration Basics Integration is used to determine the motion of an object over time. In this article I show how to correctly integrate the equations of motion using an RK4 integrator instead of starting off on the wrong foot with a stupid Euler integrator.
Welcome to OpenGL Extensions Viewer A reliable software which displays useful information about the current OpenGL 3D accelerator. OpenGL Extensions Viewer is available for Windows 32bit and 64bit and MacOS X, iOS, and Android. This program displays the vendor name, the version implemented, the renderer name and the extensions of the current OpenGL 3D accelerator. OpenGL Extensions Viewer 4.0 available for OSX , Snow Leopard and superior.

OpenGL Extensions Viewer

http://www.realtech-vr.com/glview/index.html
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