This blog could apply to any PC game; however, I’m going to use Skyrim by way of illustration since they’ve done a fantastic job of supporting the Gamepad and or the Mouse & Keyboard; unlike some other PC Game Ports I won’t mention. So a huge nod and kudos should go towards Zenimax/Bethesda for honoring the PC and not depriving PC Gamers of this much needed option and functionality.
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Developing parallel applications that take advantage of all the compute resources available on the underlying system is not a trivial task, and doing that across multiple devices in a standard manner is even more difficult.
This is a series on fluid simulation for games. This article describes how to augment the fluid particle system described earlier, interact with rigid bodies with any polyhedral shape, and generate a lift-like force on those bodies.
This is a series on fluid simulation for games. Throughout this article series, Dr. Gourlay has explained the many liberties taken with simulation algorithms for the sake of speed. This article explores one ugly result of those liberties: jerky motion.