10 Technical Papers Every Programmer Should Read (At Least Twice) this is the second entry in a series on programmer enrichment Inspired by a fabulous post by Michael Feathers along a similar vein , I’ve composed this post as a sequel to the original.
A few years ago, entity systems (or component systems) were a hot topic. In particular, Scott Bilas gave a great GDC talk on using them in the development of Dungeon Siege. The main advantages to entity systems were:
Overview • Features • Licensing • Documentation • Users
Ok, in this post I am going to talk about how to join C++ native code to a thin Android Java code layer.
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
Huffman Coding (link to Wikipedia) is a compression algorithm used for loss-less data compression.
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.
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.
go to Tutorials Page | go to 3DKingdoms.com
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.