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Physics For Games

Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.". Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...

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Physics For Games | physicsforgames.blogspot.com Reviews
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Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.. Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...
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Physics For Games | physicsforgames.blogspot.com Reviews

https://physicsforgames.blogspot.com

Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.". Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...

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Physics For Games: June 2010

http://www.physicsforgames.blogspot.com/2010_06_01_archive.html

Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.". Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...

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Physics For Games: March 2010

http://www.physicsforgames.blogspot.com/2010_03_01_archive.html

Thursday, March 18, 2010. Narrow Phase: Sweeping a Sphere Against a Polygon. Before sweeping a sphere against a polygon, you should determine if the sphere is already intersecting the polygon. I will discuss the case where the sphere is. Initially intersecting the polygon. We will use a 2D representation of the hypothetical setup, since it's easier to draw 2D pictures. In this setup, there is a sphere with radius. Located at point c. A relative velocity vector v. We will sweep the point p. 2, check if.

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Physics For Games: Blending a Walk/Run cycle

http://www.physicsforgames.blogspot.com/2010/06/blending-walkrun-cycle.html

Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.". Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...

4

Physics For Games: February 2010

http://www.physicsforgames.blogspot.com/2010_02_01_archive.html

Saturday, February 27, 2010. One of the vital organs of a physics engine is the code that integrates Newton's laws of motion. There are several techniques which employ approximations of calculus in order to numerically solve this problem. I am proposing a scheme which can solve this problem without approximation. In this article you will learn. How the stepping equations are derived from Newton's laws. A good method for doing this approximation, which is very common in many third party physics engines.

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Tyler | tyleratx

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Skip to primary content. Skip to secondary content. 10 Questions and a Cat. September 4, 2011. Are you done blogging? Then why haven’t you been doing it? I’ve been busy. Research, moving, doctors appointments, more moving, more doctors appointments, more moving, interviews, school. Oh, and Breaking Bad. Well, when can I expect an actual blog post and not this crap? 0 months, 3 months]. Why so many doctors appointments? Have you already given up on your game engine project? UT’s football season? Quicksilv...

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GameDev: Leviathan | tyleratx

https://tyleratx.wordpress.com/2011/07/29/gamedev-leviathan

Skip to primary content. July 29, 2011. Alright, I just want to start this post off with the following disclaimer:. I am NOT a game developer. I always thought it would be fun. All video games are just a mix of math and computer science. What’s not to love? The engine itself is coming along quite nicely. I am trying to keep it very structured and modular using object-oriented programming. I am using SDL for the system-specific functions, and OpenGL for the graphics-related functions. If you c...8211; Thi...

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Physics For Games

Thursday, June 24, 2010. Blending a Walk/Run cycle. My friend, Rory Aguilar, posed an interesting problem to me:. Suppose you have a walk animation, and a run animation, and you want to blend them together in such a way that you can smoothly go from walking to running without the feet sliding all over the place.". Rory is kind of girly, so Rory quotes are hilighted in pink.). Let's assume some things about our underlying animation system:. 2) it is possible to do this for multiple animations. 5) The anim...

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