Essential Math Weblog Thoughts on math for games


Post-GDC notes: Part 2

Filed under: General,Tutorial — Jim @ 8:09 pm

The Win32 sample code has been updated to match what was shown at GDC. The ZIP file also includes the old Mac base code because someone (didn’t catch your name, sorry) expressed an interest in porting it. If you’ve downloaded the code previously, it includes three new examples: an integration methods demo which shows the effect of using three different integration techniques with a spring force; a resting contact demo using impulses to resolve the collision; a resting contact demo which uses contact forces to resolve the collision. For the last two, I have commented out the code which slows it down to 10 fps, so it should look fairly smooth in both cases. If you want to uncomment it, it’s in Game::Update().

For those who picked up the book, there are two code demos in the Chapter 11 folder that are also apropos. The first shows the bounding hierarchy for a simple submarine model. The second shows a one-dimensional example of the use of sweep and prune.

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