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	<title>CodeRecipe(...)</title>
	<link>http://coderecipe.com</link>
	<description>/* A recipe for 3d game coders */</description>
	<lastBuildDate>Sun, 25 May 2008 09:31:31 +0000</lastBuildDate>
	<docs>http://backend.userland.com/rss092</docs>
	<language>en</language>
	
	<item>
		<title>Light Maps</title>
		<description><![CDATA[Finally some light on lightmaps. Light maps are used for static objects in a game environment. Computation of lighting for a complex scene or an open environment can be pretty cpu intense and slow down your FPS. The best way as of now to increase those FPS is to make use of light maps.

What does [...]]]></description>
		<link>http://coderecipe.com/game-dev/light-maps/</link>
			</item>
	<item>
		<title>Creating terrains using heightmaps.</title>
		<description><![CDATA[Terrains are most often used in open landscape based mutli/single shooter 3d games. There is a huge league of software to create the required terrain for your game. Many 3d modeling tools like Maya/3dsmax etc. allow users to pull/push certain vertices and create a decent looking terrain which can be later on ported to your [...]]]></description>
		<link>http://coderecipe.com/game-physics/creating-terrains-using-heightmaps/</link>
			</item>
	<item>
		<title>Collision Detection</title>
		<description><![CDATA[Collision detection is a key component in creating a real world replica in the world of games. Writing your own collision detection system can be really painful and involves lot of mathematical calculations. So why waste your time writing something new when you have a lot of physics engines giving you out of the box [...]]]></description>
		<link>http://coderecipe.com/game-physics/collision-detection/</link>
			</item>
	<item>
		<title>CRgalactica game</title>
		<description><![CDATA[





CRGalactica is an arcade style based galaxy shooting game. The current version has a basic level as of now and more will be added as days go by&#8230;
The game was developed using Adobe Director and Ageia Physics. The game completely makes use of the collision handlers provided in ageia. The collision report also seems to [...]]]></description>
		<link>http://coderecipe.com/game-physics/crgalactica/</link>
			</item>
	<item>
		<title>New physics samples</title>
		<description><![CDATA[Finally had some time to upload new samples to the site. They can be found here. These form the basics for writing  games which make use of physics ( any physics engine, only the method/function names might change ).
The samples are mainly based out of Director/Ageia physics engine. This approach allows you to share [...]]]></description>
		<link>http://coderecipe.com/game-physics/new-physics-samples/</link>
			</item>
	<item>
		<title>Spring constraint in Ageia Physics</title>
		<description><![CDATA[What is a spring ?
A spring  is a constraint similar to a joint , the only difference being that , in a spring constraint the constraint between 2 rigidbodies can be interchanged dynamically.
As in , during program execution one can  change the constraint between rbA&#60;-&#62;rbB to say rbA&#60;-&#62;rbC .
Apart from this and the [...]]]></description>
		<link>http://coderecipe.com/game-physics/spring-constraint-in-ageia-physics/</link>
			</item>
	<item>
		<title>Constraint descriptor</title>
		<description><![CDATA[Before jumping into joints Director/Ageia requires the user to create a constraint Descriptor. A constraint descriptor is a structure that stores the required parameters that are later on used to create Linear or angular Joints.
A constraint descriptor is of the following format (syntax and parameter list) :
ConstraintDesc(cname,rbA,rbB,POCA,POCB,stiffness,Damping)
were
Cname - name for the constraint , has to [...]]]></description>
		<link>http://coderecipe.com/game-physics/contraint-descriptor/</link>
			</item>
	<item>
		<title>Linear Joint in ageia physics</title>
		<description><![CDATA[Similar to Angular Joints the way in which it is created, the only difference between them is that in Linear Joint the rest length is not restricted in movement but the angular rotation of the rigid body is.

The above diagram shows that the restlength is not restricted and the angle/orientation of the rigidbody is restricted [...]]]></description>
		<link>http://coderecipe.com/game-physics/linear-joint-in-ageia-physics/</link>
			</item>
	<item>
		<title>Angular Joint in Director Ageia Physics</title>
		<description><![CDATA[What is an Angular Joint?
Angular Joint when created between 2 rigid bodies restricts the length/distance (provided by the user) that is maintained between them. The Rigid bodies are free to rotate in angular direction around the rigid bodies own axis.

Example to create Angular joint:
&#8211;Create Angular Joint
 POCA2 = vector(0,0,0)
POCB2 = vector(-60,60,0)
desc2 = ConstraintDesc(&#8221;angular_constraint&#8221;,rb_box2,rb_plane,POCA2,POCB2,500,30)
angularjoint = pDirPhyz.createAngularJoint(desc2,20)
put [...]]]></description>
		<link>http://coderecipe.com/game-physics/basic-joints-in-director-ageia-physics/</link>
			</item>
	<item>
		<title>A game in 3d</title>
		<description><![CDATA[The Hungry Pupa ( that&#8217;s what we chose to call it  )
I planned to write a game couple of weeks ago and had the logic and stuff written down. So tried my hands at Director and Ageia, this is what i was able to get&#8230;. The fact that it runs on the browser with [...]]]></description>
		<link>http://coderecipe.com/game-physics/a-game-in-3d/</link>
			</item>
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