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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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MohammadAhmed

Physics Engine problem

5 posts in this topic

hello every one ,

 
I face serious problems and I am happy to be here :) . I am working on game project and I am searching for 3D physics engine for my game , I found 2 which is JigLibX and BEPUphysics Libraries , but the problem I don't know how to use them in my project and I am really depressed :( because when I saw the code !! I shocked .
the second problem is that they require rigged models and my models are skinned models cause i used the skinnedModel sample from Microsoft and build my graphics engine based on it.
 
I saw some samples but they make me more depressed because of the complex code written inside them . So any help pls!

 

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Do you have a specific question that is related to DirectX?  What is it that you need help with?

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@Jason Z himself !!!!!!!! Ok I have Engine and I want to connect Physics engine with xna/c# (the same as DirectX) , I just need you to tell me if you can ! how to use BEUphysics or bulletX in my XNA game , it's complex and the documentation is weak??

 

I love your book

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I don't know how to integrate physics library into my game ? 
Do I have to know the source code ?(it's complex)

i just need steps to do  not more.

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@Jason Z himself !!!!!!!! Ok I have Engine and I want to connect Physics engine with xna/c# (the same as DirectX) , I just need you to tell me if you can ! how to use BEUphysics or bulletX in my XNA game , it's complex and the documentation is weak??

 

I love your book

 

For sure it is possible, it is just a matter of how difficult it will be to add the two together.

 

Thanks for the comment on the book :)

 

I don't know how to integrate physics library into my game ? 
Do I have to know the source code ?(it's complex)

i just need steps to do  not more.

 

Most likely you will need access to the source code.  Typically you will use a physics engine to determine the spatial properties of the objects in your scene, and then your rendering system would use that information to render the objects appropriately.  I'm not familiar with the specific libraries that you mentioned, but in general you have to determine what types of objects you will be rendering (rigid bodies, plus skeletal bodies it sounds like) and then find out how to get that spatial data into your shaders in an appropriate way.

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