How to apply physics to finger flicks and other adaptations of collision detection code.
Real-Time Deep Ocean Simulation on Multi-Threaded Architectures
by Sergey N. Zheltov and Stanislav V. Bratanov
by Rajshree Chabukswar, Adam T. Lake, and Mary R. Lee, Intel® Software Solutions Group
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 William Damon
by Dean Macri Introduction
Alternatives to Polygonal Models
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