Soft-body physics is an increasingly popular feature in videogames. This article shows how, with the additional processing power of a multi-core CPU, entire soft-body characters can be created using cloth simulation techniques.
The Challenge of Animating the Artist's Dream
At the Game Developers Conference in March 2000, I presented my implementation of two techniques for simulating cloth. I was pointed to another, more recent, technique by someone who attended the class. In this paper I'll recap what I presented about at the conference and include information about the newer technique. Hopefully you'll be able to take the ideas I present here and add some level of...
By Steve Pitzel
Alternatives to Polygonal Models
by Steve Pitzel
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