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 ... Me and some other folks (ck95PT and Ekkyqt vs ReallyPT and me) testing the game. Overall it was pretty smooth. The client ...

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 ... Me and some other folks (ck95PT and Ekkyqt vs ReallyPT and me) testing the game. Overall it was pretty smooth. The client ... This is a demo from the first iteration of the map editor from my new game, 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. You're watching Bentonville TV, a digital media station showcasing businesses, events, food, sports, fashion, music, and culture in ... The enemies were a group, now I can target :) them individually. HP per zombie is being tracked, when 0 they are deactivated. I now check for bullet collision on body parts, instead of a bounding cylinder. It's more accurate and allows for scoring by body ... 実験的にアップロードしてみました。ここで開発ブログ書いています。

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

Old Killplex XNA: more playtesting

Old Killplex XNA: more playtesting

Me and some other folks (ck95PT and Ekkyqt vs ReallyPT and me) testing the game. Overall it was pretty smooth. The client ...

Old Killplex XNA: first engine, map editor

Old Killplex XNA: first engine, map editor

This is a demo from the first iteration of the map editor from my new game,

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

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.

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

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

I have arranged the

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

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

Game Development with

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 Perfect Collision Test

XNA Physics Perfect Collision Test

my

THE XNA AIRPORT in NORTHWEST ARKANSAS (Pre-Renovation)

THE XNA AIRPORT in NORTHWEST ARKANSAS (Pre-Renovation)

You're watching Bentonville TV, a digital media station showcasing businesses, events, food, sports, fashion, music, and culture in ...

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.

Bullet for XNA

Bullet for XNA

CcdDemo 4.

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 ...

XNA SampleActionGame3D 2008.05.24 wave collision

XNA SampleActionGame3D 2008.05.24 wave collision

実験的にアップロードしてみました。ここで開発ブログ書いています。 http://ockeysprogramming.blog42.fc2.com/