Graphics & Physics

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<< Lesson 0 Lesson 2 >> Welcome to my first WebGL tutorial! This first lesson is based on number 2 in the NeHe OpenGL tutorials, which are a popular way of learning 3D graphics for game development.

WebGL Lesson 1 – A triangle and a square

http://learningwebgl.com/blog/?p=28
http://box2d.org/manual.html

manual.html

Copyright © 2007-2011 Erin Catto Chapter 1 Introduction . 2 Chapter 2 Hello Box2D .. 7

Simulated Articulated Entities

Before going into more detail of the code implementing the simulated arm, look at how joints are specified in the simulation and underlying physics engine. For a more detailed overview, you should download the latest NVIDIA PhysX Technology documentation and review the section for Joints, especially the 6DoF joints. http://msdn.microsoft.com/en-us/library/dd939191.aspx
Bullet 3.x will feature a 100% GPU accelerated rigid body pipeline with various parallel broad phase algorithms, convex and concave triangle mesh and several parallel solvers. Here is a teaser video for my GPU rigid body talk at GDC 2013 this Thursday March 28, 2.30PM. See http://schedule2013.gdconf.com/session-id/822773 for more details. When will this be available? Soon! http://bulletphysics.org/wordpress/

Game Physics Simulation

http://research.microsoft.com/en-us/projects/msagl/default.aspx#Layouts MSAGL is a .NET tool for graph layout and viewing. It was developed in Microsoft Research by Lev Nachmanson.

Automatic Graph Layout

http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html?=

An intro to modern OpenGL. Chapter 1: The Graphics Pipeline

An intro to modern OpenGL. Chapter 1: The Graphics Pipeline updated April 5, 2010 17:12:05 PDT