Media Summary: I was wrecking my brain trying to come up with an algorithm for network Added some performance (and server) optimizations... the game keeps running at 60+ fps. I have yet to test with loads of people in ... A set of simulations in the new version of the BEPUphysics

Old Killplex Xna Physics Sync - Detailed Analysis & Overview

I was wrecking my brain trying to come up with an algorithm for network Added some performance (and server) optimizations... the game keeps running at 60+ fps. I have yet to test with loads of people in ... A set of simulations in the new version of the BEPUphysics Here's a snapshot from a little project I'm working on. It uses the Farseer Update for multiple contact resolution; code is unoptimised at this point so the number of rigid bodies on screen is fairly limited. I now check for bullet collision on body parts, instead of a bounding cylinder. It's more accurate and allows for scoring by body ...

The enemies were a group, now I can target :) them individually. HP per zombie is being tracked, when 0 they are deactivated. 350 balls this time. Gravity is increased while friction forces are very low. Particle Engine that calculates correct correct collisions between a particle an polygons. IKinema is a production-proven technology for full-body IK animation. Products include run-time middleware for mobile platforms ...

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Old Killplex XNA: physics sync
Old Killplex XNA: smoothness, particles
Old Killplex XNA: new engine, farseer
Compilation - BEPUphysics v0.6.0 for XNA
Compilation - BEPUphysics v0.5.0 for XNA
XNA - Making a physics level from pixel colors
Collision Spheres On Bones: XNA Physics XBOX: Clone of Duty
XNA Physics Engine Unoptimised Contacts
Combining XNA, Farseer & Kryton Engines - Issues with draw timings delay
XNA Physics Perfect Collision Test
Accurate Collision Body Parts: XNA Physics XBOX: Clone of Duty
Bullet Collision By Body Part: XNA Physics XBOX: Clone of Duty
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Old Killplex XNA: physics sync

Old Killplex XNA: physics sync

I was wrecking my brain trying to come up with an algorithm for network

Old Killplex XNA: smoothness, particles

Old Killplex XNA: smoothness, particles

Added some performance (and server) optimizations... the game keeps running at 60+ fps. I have yet to test with loads of people in ...

Old Killplex XNA: new engine, farseer

Old Killplex XNA: new engine, farseer

Rebooted

Compilation - BEPUphysics v0.6.0 for XNA

Compilation - BEPUphysics v0.6.0 for XNA

A set of simulations in the new version of the BEPUphysics

Compilation - BEPUphysics v0.5.0 for XNA

Compilation - BEPUphysics v0.5.0 for XNA

A set of simulations in the new version of the BEPUphysics

XNA - Making a physics level from pixel colors

XNA - Making a physics level from pixel colors

Here's a snapshot from a little project I'm working on. It uses the Farseer

Collision Spheres On Bones: XNA Physics XBOX: Clone of Duty

Collision Spheres On Bones: XNA Physics XBOX: Clone of Duty

I have put a

XNA Physics Engine Unoptimised Contacts

XNA Physics Engine Unoptimised Contacts

Update for multiple contact resolution; code is unoptimised at this point so the number of rigid bodies on screen is fairly limited.

Combining XNA, Farseer & Kryton Engines - Issues with draw timings delay

Combining XNA, Farseer & Kryton Engines - Issues with draw timings delay

Game Development with

XNA Physics Perfect Collision Test

XNA Physics Perfect Collision Test

my

Accurate Collision Body Parts: XNA Physics XBOX: Clone of Duty

Accurate Collision Body Parts: XNA Physics XBOX: Clone of Duty

I have arranged the

Bullet Collision By Body Part: XNA Physics XBOX: Clone of Duty

Bullet Collision By Body Part: XNA Physics XBOX: Clone of Duty

I now check for bullet collision on body parts, instead of a bounding cylinder. It's more accurate and allows for scoring by body ...

Enemy Hit Points: XNA Physics XBOX: Clone of Duty

Enemy Hit Points: XNA Physics XBOX: Clone of Duty

The enemies were a group, now I can target :) them individually. HP per zombie is being tracked, when 0 they are deactivated.

Enemy Collision Physics: XNA XBOX: Clone of Duty

Enemy Collision Physics: XNA XBOX: Clone of Duty

The enemies now have a modified

Realtime speculative contact CCD physics made in 2 days in XNA.

Realtime speculative contact CCD physics made in 2 days in XNA.

350 balls this time. Gravity is increased while friction forces are very low.

LockStep Game Studio - Multiplayer via physics lockstep networking In Unity(Between Android and PC)

LockStep Game Studio - Multiplayer via physics lockstep networking In Unity(Between Android and PC)

Synchronizing

Bullet for XNA

Bullet for XNA

CcdDemo 4.

"Udicle" Particle Engine (XNA) Collision Test

"Udicle" Particle Engine (XNA) Collision Test

Particle Engine that calculates correct correct collisions between a particle an polygons.

IKinema And PhysX - Combining Physics With Kinematics

IKinema And PhysX - Combining Physics With Kinematics

IKinema is a production-proven technology for full-body IK animation. Products include run-time middleware for mobile platforms ...