Kerbal Space Program ? Kerbal Space Program c’est quoi ?
KSP est un simulateur de vol spatial de type SandBox (bac à sable), c’est-à-dire qu’il vous permet de concevoir une fusée ou un avion pièce par pièce. Kerbal Space Program pour qui ? Malgré son apparence complexe, KSP est facile à prendre en main. Le vol spatial se distingue du vol aérien par le fait qu’il ne soit pas nécessaire de maintenir une poussée constante, ce qui modifie grandement les manœuvres habituelles de vol.
Obtenir Kerbal Space Program Vous pouvez testez Kerbal Space Program en téléchargant la démo sur le site officiel. Personnalisez Kerbal Space Program De nombreux mods sont disponibles pour Kerbal Space Program. 3D World - The Magazine for 3D Artists.
3D furnitures models free. Mods et Jeux Vidéos indépendants. Textures. Ultimate Battlefield 3 Simulator - Build & Test (Full Video) - The Gadget Show. 3d-test, 3D interactive et nouvelles technologies. Euclideon - Home. ARSights. Source SDK teamfortress2.
Source filmmaker. Unlimited Detail Technology - Home. Save The Ocean Sim – Project News. UPDATE: A PDF version of the tutorial is now available for download. Useful for offline viewing. Click the image above. Well, it’s seems as though there has only been a few people able to figure out the entire process of using the new ocean sim tools along with the foam mask option. Obviously we need a basic “getting started” tutorial so that more people can start getting basic results in order to allow more people to experiment with this new toolset. I’ve put together the basic steps to create an animated ocean mesh with the foam mask material texture added. Mesh/Camera Setup 1. 2. 3. 4. 5. 6. 7.
Ocean Modifier 8. 9. Panoramics, aeriennes. Pandromeda. Welcome to I/ITSEC. 2013 Conference Statistics Approximately 14,000 total registrantsIncluded in that total (in round figures) are:3,500 conference delegates5,600 exhibit personnel4,900 exhibit visitors 526 exhibiting companies in 395 exhibits (185,000 NSF)1,900 International registrants from 70 countries I/ITSEC Videos Go to www.youtube.com/NTSAToday to view videos from I/ITSEC Papers available Online All I/ITSEC papers from 1973 through the current year are available online!
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Physics engine. A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film.
Voir en bas la liste des moteurs 3D _ see down page for links to 3D physic engine ... – sizolabarchitecture
Their main uses are in video games (typically as middleware), in which case the simulations are in real-time.
The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation. Description There are generally two classes of physics engines: real-time and high-precision. High-precision physics engines require more processing power to calculate very precise physics and are usually used by scientists and computer animated movies. Scientific engines One of the first general purpose computers, ENIAC, was used as a very simple type of physics engine. Game engines Collision detection Brownian motion
Free Graphics software downloads. Scythe Physics Editor: Help. Scythe Physics Editor: Open Discussion. View topic - Bullet 2.69 SDK released: split impulse, tear/pick soft body. Bullet 2.69 Physics SDK is released from revision 1175.
See a YouTube movie of the latest demos + Added split impulse support, penetration recovery won't add momentum+ cloth/soft body improvements: picking (pick and drag), tearing (click and release without mouse move), preliminary support for btSoftBody versus compound and concave trimesh+ Added new btDbvtBroadphase, based on dynamic AABB tree. It has the capability to do view frustum culling and front-to-back traversal. See Extras\CDTestFramework for view frustum culling sample.+ Enabled new btGjkEpa2 penetration depth solver, thanks to Nathanael+ Provide access to all persistent manifolds for a given btBroadphasePair, see CharacterDemo for sample usage Code: if (collisionPair->m_algorithm) collisionPair->m_algorithm->getAllContactManifolds(manifoldArray); Download Bullet 2.69 from the Bullet repository at Google Code.
Thanks for all the feedback, and enjoy,Erwin. Welcome to Microsoft Flight from the Microsoft Games Studio!