
Programming
10 Technical Papers Every Programmer Should Read (At Least Twice)
T=Machine » Entity Systems are the future of MMOG development – Part 1
Ok, in this post I am going to talk about how to join C++ native code to a thin Android Java code layer.
Development on Android NDK Tutorial - Gluing C++ Native Code to Java
Before installing the Android NDK, you must agree to the following terms and conditions. Terms and Conditions This is the Android Software Development Kit License Agreement
NDK
Implementing Huffman Coding in C » Programming Logic
Huffman Coding (link to Wikipedia) is a compression algorithm used for loss-less data compression.Intrusive Lists
I will finish off my series of articles on data oriented programming by discussing the linked list. I will detail the linked list implementation I use, the intrusive linked list, which I first encountered many years ago hacking on the Linux kernel.Inverse kinematics (IK) solvers often become mathematically intensive or computationally expensive with long kinematic chains or when functioning in higher dimensions. I am going to cover an approach to solving IK that is easy to understand, handles any number of joints, and is easy to implement in any dimension. We will walk through a two dimensional example and I'll present sample code to perform the algorithm.
Constraint Relaxation IK in 2D
Due to their complexity, inverse kinematics (IK) problems are often solved with iterative solutions. While iterative solutions can handle different IK poblems with a single algorithm, they can also become computationally expensive.
Analytic Two-Bone IK in 2D
Inverse Kinematics for Humanoid Skeletons Tutorial
go to Tutorials Page | go to 3DKingdoms.comQuaternions and 3D Rotations
The title of this tutorial is short and sweet.This article explains the basic elements of an approach to physically-based modeling which is well suited for interactive use. It is simple, fast, and quite stable, and in its basic version the method does not require knowledge of advanced mathematical subjects (although it is based on a solid mathematical foundation). It allows for simulation of both cloth; soft and rigid bodies; and even articulated or constrained bodies using both forward and inverse kinematics.
Gamasutra - Features - "Advanced Character Physics" printer friendly
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