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Here goes a list of links to freely available books online:

Game Programming Gems I
Edited by Mark DeLoura. 2000
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems II
Edited by Mark DeLoura 2001
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems III
Edited by Dante Treglia, 2002
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems IV
Edited by Andrew Kirmse, 2004
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems V
Edited by Kim Pallister, 2005
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VI
Edited by Mike Dickheiser, 2006
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VII
Edited by Scott Jacobs, 2008
More information about this title at Amazon.com or Amazon.co.uk

Game Programming Gems VIII
Edited by Adam Lake, 2010
More information about this title at Amazon.com or Amazon.co.uk

Combined Table of Contents

Items were grouped by section, and ordered alphabetically

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PhysX, NVIDIAs physics engine, has suffered a major revision and apparently a major rewrite. Details can be found at physxinfo.com, Geeks3D, and of course NVIDIA PhysX site.

Paul Firth has three physics tutorials (two of them for dummies :-) ) that look very interesting: Physics engines for dummies, Collision detection for dummies, and Speculative Contacts – a continuous collision engine approach.

Bullet physics library version 2.78 released.

 

 

New in Bullet 2.78

  • Fracture and glueing demo that can break or glue child shapes of a btCompoundShape when certain impulse thresholds are exceeded.
    See Bullet/Demos/FractureDemo
  • Breakable constraints, based on an applied impulse threshold.
    See Bullet/Demos/ConstraintDemos
  • Improved binary .bullet file format with soft body serialization and
    See Bullet/Demos/SerializeDemo
  • Polyhedral contact clipping and optional separating axis test (SAT) as alternative to GJK/EPA and incremental contact manifold, for btPolyhedralConvexShape derived shapes such as btConvexHullShape
    See Demos/InternalEdgeDemo
  • OpenCL and DirectCompute cloth simulation improvements: GPU kernels for capsule collision detection and OpenCL-OpenGL interop
    See Demos/OpenCLClothDemo and Demos/DX11ClothDemo
  • Speculative/predictive contact constraints as a method to perform continuous collision response.

 

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