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  • 0 posts edited
  • 1 helpful flag
  • 11 votes cast
Jan
9
comment Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media
@Kylotan I can understand your response as I am probably being too vague. If we consider the first of the papers in the link given by Dan it provides an excellent account of how improvements in physics simulation have changed the way we now approach character animation. Granted, it maybe have been envisaged since the 80's but the evolution of physics engines/simulations have only recently allowed us to apply this technique.
Jan
9
comment Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media
@Dan. The first paper does indeed help, thank you. The second article does not appear to have been published?
Jan
8
comment Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media
I think the ubiquity of physics is not in question here. To use your text adventure analogy, you would still consider the eloquence of the language to convey a sense of immersion and narrative. In the context of a physics simulation, a review of its use in games and how it benefits elements of game design would be ideal. Essentially it improves A.I., animation, collision detection, HCI, etc. It would therefore stand to reason that there must be something in the literature that acknowledges this, other than it is just essential.
Jan
8
comment Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media
Or the benefits of having any sort of physics in a game? I understand that it is a broad topic but a review of the general benefits it brings would be most helpful. If you talk about a game being intrinsically a physics simulation of sorts then this should spark some debate within the academic side of the game development industry (Game Developers Conference, etc.) about their use, purpose and the benefits they bring in that regard. If pushed I would be happy with an article that focused on player immersion.
Jan
8
asked Looking for a peer reviewed article that details the benefits of a physics simulation within interactive media
Nov
7
awarded  Teacher
Oct
13
comment XNA - Obtaining depth from the scene's render target?
Not possible with 1 render target I am afraid. It would seem that my "Ping-Ponging" idea is probably the best way forward. Thank you.
Oct
13
asked XNA - Obtaining depth from the scene's render target?
Oct
7
accepted Rotating a child shape relative to its parent's orientation
Oct
5
comment Rotating a child shape relative to its parent's orientation
How do I calculate the orientation difference between the parent and child object?
Oct
5
comment Rotating a child shape relative to its parent's orientation
This sounds like a very good idea. I shall implement it after returning from work.
Oct
5
comment Rotating a child shape relative to its parent's orientation
so previousValue is not tampered with after its creation? That is correct.
Oct
5
comment Rotating a child shape relative to its parent's orientation
The only place the orientation is ever changed is via the Orientation property using the set method. There is currently nowhere else in the code that changes the orientation outside this method.
Oct
5
revised Rotating a child shape relative to its parent's orientation
added 4 characters in body
Oct
5
comment Rotating a child shape relative to its parent's orientation
I have studied your answer but I cannot get it to work correctly. I've edited the original question to show how I am using your advice in code form. However, it is not working for me and the object spins very quickly rather than rotating slowly.
Oct
5
revised Rotating a child shape relative to its parent's orientation
added 777 characters in body
Oct
4
asked Rotating a child shape relative to its parent's orientation
Aug
31
accepted Converting world space coordinate to screen space coordinate and getting incorrect range of values
Aug
30
revised Converting world space coordinate to screen space coordinate and getting incorrect range of values
added 1869 characters in body
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
I'm using OpenGL with C++ and DirectX for C#. I am looking to understand why the projection is not working as expected. In this case it is not producing the range of values I would be expect while the object in question is moved around inside the view frustum.