Don’t get left behind

Do you want to know what the latest trends are in game development? Do you have a fear of being left behind in the game dev industry because you don’t know what such n’ such a technique is? Is there something you can do to make sure you’re not left behind in the dust? ┬áThere is!

In this post, I’m mainly concerned with physics and graphics, but the same sort of techniques apply to other fields as well. The following items are what I do regularly to keep up to date in my field:

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Physics

General

The Physics Encyclopedia

Tutorials

Essential Math for Games Programmers

Simulation

http://www.mijagourlay.com/
http://graphics.ethz.ch/publications/papers.php#2009
http://www.math.ucsd.edu/~sbuss/ResearchWeb/index.html
David Baraff’s Papers
Game Physics Resources

Box2D
IBDS – Physics library
Gamma
Ron Fedkiw
My Physics Lab
GameDev.net – Math and Physics Section
Game Physics
David EberlyChris Hecker
Bullet Physics Forum
Math and Physics Forum – GameDev.net
Game Physics Resources
Erin’s Physics Weblog
Molly Rocket Forum
Metanet
Real Time Collision Detection
Algorithms overview
Gino van den Bergen

Engines

Open Dynamics Engine
Dr. Jan Bender
Awesome Physics Engine
2D Physics Engine
Bullet Physics

Conferences and Presentations

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Physics Engine


Physics engine in action

Description: This is an implementation of my physics engine that I developed during my PHY350 class at DigiPen. There are many more features I would like to add to this physics engine, so once I get out of school, expect to see a more advanced engine. Expect integration with my other engine which includes articulated figures, hierarchical based animation system, path following, path finding, Inverse Kinematics, and spring based cloth physics.

Date: 2007

Features:

  • Object Oriented Bounding Boxes
  • Narrow Phase Collision Detection: SAT
  • Broad Phase Collision Detection: None
  • Impulse Based Collision Resolution
  • Micro-collision based
  • Objects can fall asleep
  • Simple rag-doll physics with contact points used for joints

Platform: PC

Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor, DirectX 9c, Pixel and Vertex Shaders 2.0

Controls: None

Screen Shots:

A stack of boxes falling down after being shot with another box

A pile of boxes being catapulted into the air.

The ragdoll being catapulted into the air.