Graphics & Physics
<< Lesson 0Lesson 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
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. The Joint Properties (the state of the joint) data type is defined in Samples\Common\PhysicalModel.cs as follows: The simulation engine exposes only one type of joint that can be configured to express all known joint configurations. The joint is essentially a six degree-of-freedom (6DoF) joint where you can select which degrees of freedom are unlocked or limited. A joint connects two physics entities and applies constraints to the motion relative to each other.
The new Bullet 2.82 SDK is available for download. It allows for higher quality physics simulation, suitable for robotics, using the Featherstone articulated body algorithm. The release also introduces a new Mixed Linear Complementarity Problem (MLCP) solver interface, with various direct solver implementations. Read more here. Our focus is now on integrating all Bullet 2.x features into the upcoming Bullet 3.x SDK.
Applications Exploratory Data Analysis: intuition-oriented analysis by networks manipulations in real time. Link Analysis: revealing the underlying structures of associations between objects, in particular in scale-free networks. Social Network Analysis: easy creation of social data connectors to map community organizations and small-world networks. Biological Network analysis: representing patterns of biological data. Poster creation: scientific work promotion with hi-quality printable maps.
Note: Source code is now available via github: http://github.com/bretternst/henge3d Project DescriptionHenge3D is a 3D physics library written in C# for XNA. It is implemented entirely in managed code and is compatible with the XBOX 360. Overview: Rigid body simulation with collision detection, response, and approximated friction.Supports collision skins consisting of arbitrary convex polyhedra, spheres, capsules and planes. Collision detection against triangle meshes is also supported.Supports a number of constraints, including body point constraints, revolute joints, universal joints, prismatic joints, etc.Multi-threaded collision detection and collision response.Ability to import collision skins from Blender and potentially other modeling programs.Supports ragdolls using collections of rigid bodies with constraints (see the Holodeck program for examples).Videos:http://www.youtube.com/watch? Henge3D Physics Library for XNA
MSAGL is a .NET tool for graph layout and viewing. It was developed in Microsoft Research by Lev Nachmanson. MSAGL is built on the principle of the Sugiyama scheme; it produces so called layered, or hierarchical layouts. This kind of a layout naturally applies to graphs with some flow of information. For example, the graph could represent a control flow graph of a program, a state machine, or a C++ class hierarchy. The package contains the following: Automatic Graph Layout
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