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Game Physics Simulation

Game Physics Simulation
We have been making a lot of progress in higher quality physics simulation for robotics, games and visual effects. To make our physics simulation easier to use, especially for roboticist and machine learning experts, we created Python bindings, see examples/pybullet. In addition, we added Virtual Reality support for HTC Vive and Oculus Rift using the openvr sdk. The new Bullet Physics SDK 2.83 is available from github. Also, our proposal for a course on Bullet got accepted for the upcoming SIGGRAPH 2015 conference in Los Angeles. Tuesday, 11 August 3:45 pm - 5:15 pm, Los Angeles Convention Center, Room 404AB UPDATE: here are the slide decks: 3:45-4.15 pmIntroduction to rigid body pipeline, collision detection 4:15-4:45 pmAdvances in constraint solving, Featherstone Articulated Body Algorithm 4:45-5.15 pmAcceleration of the full collision detection and constraint solver on GPU Thanks to all Bullet contributors and users! The new Bullet 2.82 SDK is available for download. Bullet 2.79 is out. Related:  Decide - Global Comprendre Understand - Auto-formation

Custom 2D Physics Engine: The Basics There are many reasons you might want to create a custom physics engine: first, learning and honing your skills in mathematics, physics and programming are great reasons to attempt such a project; second, a custom physics engine can tackle any sort of technical effect the creator has the skill to create. In this article I would like to provide a solid introduction on how to create a custom physics engine entirely from scratch. Physics provides a wonderful means for allowing a player to immerse themselves within a game. It makes sense that a mastery of a physics engine would be a powerful asset for any programmer to have at their disposal. By the end of this tutorial the following topics will have been covered, in two dimensions: Simple collision detectionSimple manifold generationImpulse resolution Here's a quick demo: Note: Although this tutorial is written using C++, you should be able to use the same techniques and concepts in almost any game development environment. Equation 1 Equation 2

physics PhysX Physics Simulation for Developers PhysX is a scalable multi-platform game physics solution supporting a wide range of devices, from smartphones to high-end multicore CPUs and GPUs. PhysX is already integrated into some of the most popular game engines, e.g. UE3/UE4. PhysX also enables simulation -driven effects like Clothing, Destruction and Particles. NVIDIA GameWorks in action Call of Duty: Ghosts Call of Duty: Ghosts provides a more immersive gaming experience through interactive smoke (NVIDIA Turbulence), dynamic fur on Riley/wolves (NVIDIA HairWorks), and TXAA.Read more Batman Arkham Origins Batman Arkham Origins makes use of NVIDIA Turbulence for proper snow, smoke interaction. Hawken Hawken makes extensive use of NVIDIA Turbulence for interactive energy effects. NVIDIA PhysX Feature Videos

50 Great Examples of Data Visualization Wrapping your brain around data online can be challenging, especially when dealing with huge volumes of information. And trying to find related content can also be difficult, depending on what data you’re looking for. But data visualizations can make all of that much easier, allowing you to see the concepts that you’re learning about in a more interesting, and often more useful manner. Below are 50 of the best data visualizations and tools for creating your own visualizations out there, covering everything from Digg activity to network connectivity to what’s currently happening on Twitter. Music, Movies and Other Media Narratives 2.0 visualizes music. Liveplasma is a music and movie visualization app that aims to help you discover other musicians or movies you might enjoy. Tuneglue is another music visualization service. MusicMap is similar to TuneGlue in its interface, but seems slightly more intuitive. Digg, Twitter, Delicious, and Flickr Internet Visualizations

Box2D tutorials Last edited: April 07 2014 Chinese version -> 中文 Introduction Box2D is the world's most ubiquitous 2D physics engine. It's light, robust, efficient and highly portable. A physics engine simulates the physics of objects to give them believable real-life movement. Box2D is written in C++, but has been ported to many different languages by the user community. A physics engine is not a game engine. Box2D C++ tutorials The user manual explains almost everything you need to know about using the library, at least for C++. Looking around on the net, I found some people have already done a pretty good job of this: Allan Bishop (Flash) Emanuele Feronato (Flash) Flashy Todd (Flash) Ray Wenderlich (objc/c++/iPhone) Seth Ladd (Javascript) Coding Owl (Javascript) ... you? Basic usage I will be using version 2.1.2 of the Box2D source code which seems to be the latest official release at this time. Requirements To follow these tutorials you will need to have an intermediate-level knowledge of C++. Feedback

music Mindmapping, concept mapping in 3D 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. Fix Your Timestep! Even an RK4 integrator is sensitive to the amount of time you step when integrating. Physics in 3D Leap ahead from integrating single values to integrating the entire physics state for a cube in three dimensions. Spring Physics Explains the physics of springs and how to apply them to control physics simulations. Networked Physics How do network games synchronize physics over the network?

idflood/ThreeNodes.js Great Map 2D Dynamic Light Mapping Last year I made called “Light The Way” for Ludum Dare 20. It featured a neat looking dynamic lighting system which I hacked together for the competition. It worked by firing 256 raycasts in a circle around the light, and using that to build a shadow mask. When I started working this problem I found a few articles that got thinking. I set up a little test area with a single point light to demonstrate the technique. Shadow objects map The first step in the process is to set up a camera centered around the light and render the shadow casters to another texture. Extruded shadow map After we have the shadow objects rendered we can extrude the shadows by rendering the texture on top of itself and scaling it slightly each time. Softened shadow map Before we can go the route of having a final light overlay we need to soften the shadows. Final light map overlay This image may look very similar to the previous one with one big difference. Scene with light map applied

PdDroidParty - Pure Data patches on Android devices California woman swears off mirrors for a year Kjerstin Gruys likes her legs now — and the feel of her cheeks as she applies makeup. Even perfumes smell better, she says, since she stopped looking in mirrors six months ago. Last March, the 28-year-old PhD student embarked on a year-long project, banning herself from gazing at her own reflection — no mirrors, no reflective surface at all. Denied access to her own reflection Gruys says she has become happier with her own appearance. Gruys, who suffered from eating disorders in high school and college, blames mirrors for many body image issues. Too many women are obsessed with their image, she says, quoting a British study that revealed that women spend the equivalent of five days each year staring, often critically, at their own reflection. Gruys started the project, which she chronicles on her blog Mirror Mirror … OFF The Wall, after an exhausting March day spent shopping for her wedding dress. She later posted on her blog, “At some point my dress search stopped being fun.

Dataflow programming In computer programming, dataflow programming is a programming paradigm that models a program as a directed graph of the data flowing between operations, thus implementing dataflow principles and architecture. Dataflow programming languages share some features of functional languages, and were generally developed in order to bring some functional concepts to a language more suitable for numeric processing. Some authors use the term Datastream instead of Dataflow to avoid confusion with Dataflow Computing or Dataflow architecture, based on an indeterministic machine paradigm. Dataflow programming was pioneered by Jack Dennis and his graduate students at MIT in the 1960s. Properties of dataflow programming languages[edit] Traditionally, a program is modeled as a series of operations happening in a specific order; this may be referred to as sequential,[1]:p.3 procedural,[2] Control flow[2] (indicating that the program chooses a specific path), or imperative programming. State[edit]