3D Engines

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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. http://bulletphysics.org/wordpress/

Game Physics Simulation

Source Filmmaker & Realtime Animation – - Game Anim Game Anim

http://www.gameanim.com/2012/07/08/source-filmmaker-realtime-animation/ Valve have opened the beta for their in-house cinematic tool, the Source Filmmaker . Below is a video taking us through its various features, but those I’m most interested in are the abilities to not only pause and reframe shots in realtime, but also pose and and animate characters on the fly. This is one of the new directions I’ve been anticipating we take as an industry as a whole as we do away with the idea of creating animations and rigs in content creation packages such as Maya and 3DS Max and animate directly in the engine, removing both the export step and more importantly the disconnect between what you make in the DCC and later see in the game with the correct camera, rigging, and all the motions blending together – allowing us to truly work in a WYSIWYG environment. <p style="text-align:right;color:#A8A8A8"></p>
http://www.geomerics.com/enlighten/

Enlighten

Enlighten is the world's first fully real-time global illumination technology. It is the only solution proven to deliver fully dynamic lighting on today's consoles. Enlighten has helped define the look of some of the most iconic titles released and has established itself as the gold standard within the industry.
This series of guides and tutorials is going to be on the topic of making a voxel engine. If you don’t know what a voxel engine is you should probably research that first. ( Voxel information ) The main purpose of these guides is to introduce you to voxel engine concepts and ideas which help you produce an engine that satisfies a number of goals. Making a good voxel engine takes time and effort, but luckily the process fits nicely into an iterative development cycle. It is easy to start with something very basic and slowly build up to a more complex and thorough voxel engine with lots of little steps.

Let's Make a Voxel Engine

https://sites.google.com/site/letsmakeavoxelengine/home