Common
bugs
in Havok, PhysX, Bullet, ODE, Ogre, Newton..
SOLVED!
Bug
1.) Few subSteps: "Moon gravity
effects"
bUg 2.) A lot of subSteps:
"Spiraling to death"
buG 3.) Interpolation VS.
Temporal Distribution
Common mistakes and bugs
related to fixedTimeStepping - UNCOVERED: a)
Design-Time Planning and Recognition of Min. Sys.
Requirements
b) "Scaling the World" and Hidden
Effects of fixedTimeStepping
c) Jitter, Choppiness and Slowdowns: Unstable
Physics & Smooth Animation
Common pitfalls
for any kind of simulation, say - MOLECULAR
DYNAMICS -"An
Iterative Variable time-step Algorithm for
Molecular Dynamics Simulations"
-"Error
and timing analysis
of multiple time-step integration methods for
molecular dynamics"
-"Molecular
dynamics simulations,
using multiple time-step integration, hampered by
resonance instabilities"
Allegory
Novella, Tech. Paper
& Chronicles of an Algorithm discovery:
Three bugs
with one stone.. allegory continues
TinySDGL
port (source code + x86 & ARM Linux
binaries) http://www.mediafire.com/?pmwxy1jvtnq
- x86 binaries should work on any Linux PC with or without
X11
- arm binaries should be compatible with Linux mobile
device
goal
2: %80, (test stage COMPLETE)
Linux (myOS) conversion, (no accelerated texture
read),
* game colection to be included in myOS X-less r0.4
including Star Trek Classic - text/console &
OpenGL based conversion... [NOTE, never did Star Trek OpenGL conversion,
instead coded Elite remake]
* Metal Gear Solid like 1st stage demo, FPS > 120,
without texturing - conclusion: APPLICABLE
goal
3: 40%, basic implementation (Linux - myOS,
C only)
* Stage editor, camera scripting, dialog/text
balloons, AI
key
concern: %100 SOLVED
speed, simplicity in introducing additional dynamic
and/or static lights to scene dynamically without
need to calculate/compare geometry data with new
glFog based algorithm, where fade-out trick
effectively culs off light frustum and in return
allows for seamless integration of lights,
independant of position and orientation, also makes
room for additional image-space effects and object ID
sorting in alpha channel or transparent body/colored
glass shadows - all in one pass.
project
status: 70% of test stage -
COMPLETE [incorporate fog-fadeout in distance with polygon
alpha ID]devmaster.net [need edit]
this should run smoothly
on Radeon 9600 / nVIDIA FX5200 or better
be sure to have latest drivers
Quick hack
controls: W, S, A, D
Implemented Vertex
Buffer Objects - Vertex Arrays, turns out display
list outperforms VBOs, but not much, so it looks like
a nice generic solution to hold static and dynamic
background. Controls: W, S, A, D to move around, hold
right Mous and drag up/down to zoom camera in/out,
CTRL+Mous to pan, SPACE to cycle light views, left
Mous to fire and ESC to exit. [need edit]
Multiple
lights, spot, directional, fade-out in distance,
per-pixel illumination, no shaders! Frame Buffer
Objects, ARB multitexture and ARB depth (shadow)
texture extension, motion blur and other post-render
image effects come for free as all is rendered to
textures anyway.... FBO doesnt need depth
renderbuffer as long as it have attached texture with
depth component, this is surprisingly faster even
with GL_FALSE read, write to color, so rendering to
both depth and RGB(A) textures over FBO is faster
than just rendering to depth texture, and since is
faster to render all at once its cheap to combine
other effects with shadow texture, like fog for
light/shadows intensity fade-out, spotlight circles,
projected transparent colored surfaces and so
on...[need edit]
New 3D
Engine
(binary.. where the hell is the source), 3/Dec/06
Support
for MD2 animated meshes, basic light&shadow
1999-2001
The following demos were developed for 3dfx Voodoo
graphic card using MESA OpenGL drivers and
Borland C/C++, source code is lost, but luckily they
still work(more or less) on todays hardware...
Design, modeling,
animation,
textures, coding, sound and image editing by me
Zarch *** TURN ON 'Wait for vertical
refresh' in Win. settings***
Zarch remake features
particles, auto-guided missiles, shadow casting,
physics, AI, destructible terrain, water effects,
music and sound effects.
This
download contains Visual C++ 6.0 version of Tetris,
originally coded as single file that compiles with
Borland C++ 5.5 command line compiler. One day
project given to me as a part of some 'game
programmer skill test'.
Java
Snake, 2000
After playing again this one...
im not sure if its silly for me to say, but this game
turned
out to be great! ...or maybe, im just happy it still
works.. like new!
This is a full game, featuring AI, increasing level
difficulty, single player/multiplayer option -
against computer snake or friend sharing the keyboard
(hot-seat)
(coded in 7 days for University assignment)
Arcadepod.com:"A very exciting game
of snake. One of the most creative version I've seen.
If you're a fan of this popular game, you must try
this one. Compete with computer for the longest
tail."
*not working opengl
Star Wars
demos, lost
source code, lost sound files. This collection
featured playable levels in space, on ground, over
Death Star and Big asteroid. 3 ships to fly X-wing,
Tie-fighter and Millenium Falcon with outside and
cockpit view. Friendly and enemy AI, effects like
sun-flares, lense effects, hyperspace space
distortion, exposions... not working on non-Voodoo
hardware, requires some old version of MESA's
OpenGL.DLL and freezes without sound files :-(