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This Physics Engine series shows you how to add physics to a game engine. These VMKs build on top of the OpenGL Game Engine which has its own series of VMKs. Topics covered include real-time game timing, simulating gravity, wind, directional forces, friction and rubber surfaces. Collision detection and collision response will also be covered. If you have not completed the OpenGL Game Engine series but would like to start right away with the Physics Engine series, you can get the complete OpenGL Game Engine Source code here.
Total Running Time : 11 hrs 42 min    Size: 565 MB ( 40 VMK Files)


[Intro] [VMK 1a] [VMK 1b] [VMK 1c] [VMK 2a] [VMK 2b] [VMK 2c] [VMK 2d] [VMK 3a] [VMK 3b] [VMK 4a] [VMK 4b] [VMK 4c] [VMK 4d] [VMK 5a] [VMK 5b] [VMK 5c] [VMK 5d] [VMK 5e] [VMK 5f] [VMK 5g] [VMK 5h] [VMK 6a] [VMK 6b] [VMK 6c] [VMK 6d] [VMK 6e] [VMK 7a] [VMK 7b] [VMK 8a] [VMK 8b] [VMK 9a] [VMK 9b] [VMK 10] [VMK 11] [VMK 12] [VMK 13a] [VMK 13b] [VMK 14a] [VMK 14b]


Page 1 of 2 1  2 
Introduction
Difficulty = Easy
I give you a brief overview of what I have planned for the physics engine VMK series. The VMK's will be using the OpenGL Game Engine to build on top of, so if you haven't gone through those VMK's I would recommend you look at them first. If you want to skip over the OpenGL Game Engine VMK's and start right in with the Physics one, you can do so with the complete Game Engine source code found here
4 min 51 sec
1.8 MB
forum (1 post)
VMK 1a Disable Vertical Synchronization
Difficulty = Medium
I explain the inner workings of the vertical synchronization feature built into a computer's video card and monitor. I then show you how to disable it so that we can get the game engine running at more than the standard 60 fps.
27 min 19 sec
13.1 MB
forum (5 posts)
VMK 1b VSync GUI Checkbox Part 1/2
Required VMKVMK 1a
Difficulty = Medium
In this two part VMK, I demonstrate how to add a check box to the Options Menu that will allow you to turn vertical synchronization on and off, while the game engine is running.
15 min 0 sec
18 MB
forum (5 posts)
VMK 1c VSync GUI Checkbox Part 2/2
Required VMKVMK 1b
Difficulty = Medium
In this two part VMK, I demonstrate how to add a check box to the Options Menu that will allow you to turn vertical synchronization on and off, while the game engine is running.
14 min 24 sec
13.6 MB
forum (5 posts)
VMK 2a Sphere Geometry Part 1/2
Required VMKVMK 1c
Difficulty = Medium
This is part 1 of a two part VMK. I show you how to generate the vertices and normals for a general sphere shape. The sphere object builds on top of the existing game engine framework.
30 min 0 sec
14.3 MB
forum (11 posts)
VMK 2b Sphere Geometry Part 2/2
Required VMKVMK 2a
Difficulty = Medium
This is part 2 of a two part VMK. I show you how to generate the vertices and normals for a general sphere shape. The sphere object builds on top of the existing game engine framework.
28 min 55 sec
19.6 MB
forum (11 posts)
VMK 2c Texturing Sphere Part 1/2
Required VMKVMK 2b
Difficulty = Medium
This is part 1 of a two part VMK. I add texture coordinates to the GeometrySphere class so that we will be able to apply a texture over top of the shape.
20 min 0 sec
8.76 MB
forum (11 posts)
VMK 2d Texturing Sphere Part 2/2

more screen shots here
Required VMKVMK 2c
Difficulty = Medium
This is part 2 of a two part VMK. Included with this VMK are two TGA file textures that I used to test the texture coordinates. I also show you how to update the lvl file parser so that we can add spheres to our game without having to go into the c++ code to do it. An updated pdf file containing the lvl file specification is also included
16 min 43 sec
17.3 MB
forum (11 posts)
VMK 3a Position, Velocity, Acceleration Part 1/2
Required VMKVMK 2d
Difficulty = Medium
I goes through the process of showing how position, velocity and acceleration are related to one another. You will see how to use the derivative to get the velocity and acceleation from a position graph. I will also go backwards and integrate acceleration to get velocity and position.
15 min 0 sec
4.17 MB
forum (1 post)
VMK 3b Position, Velocity, Acceleration Part 2/2
Required VMKVMK 3a
Difficulty = Medium
I goes through the process of showing how position, velocity and acceleration are related to one another. You will see how to use the derivative to get the velocity and acceleation from a position graph. I will also go backwards and integrate acceleration to get velocity and position.
13 min 16 sec
3.73 MB
forum (1 post)
VMK 4a Cannon Control
Required VMKVMK 3b
Difficulty = Medium
I add a cannon to the scene and assign some keyboard control keys to allow us to change the direction and pitch of the cannon. A bug fix in the texture manager is also shown.
26 min 32 sec
25.8 MB
forum (12 posts)
VMK 4b Cannon Ball Part 1/2
Required VMKVMK 4a
Difficulty = Medium
A cannon ball is added to the scene which we can load into the cannon, aim and fire! No gravity in the simulation .... that's coming next.
15 min 0 sec
9.26 MB
forum (12 posts)
VMK 4c Cannon Ball Part 2/2
Required VMKVMK 4b
Difficulty = Medium
A cannon ball is added to the scene which we can load into the cannon, aim and fire! No gravity in the simulation .... that's coming next.
12 min 5 sec
8.62 MB
forum (12 posts)
VMK 4d Gravity
Required VMKVMK 4c
Difficulty = Medium
I add gravity to the motion of the cannon ball so that it falls back down to the ground after we shoot it. I also show you how to implement simple collision detection with the ground.
21 min 14 sec
23.6 MB
forum (12 posts)
VMK 5a Laws of Motion
Required VMKVMK 4d
Difficulty = Medium
There are three laws of motion developed by Newton's that we take a look at in this VMK.
19 min 52 sec
7.65 MB
forum (1 post)
VMK 5b Types of Forces Part 1/2

more screen shots here
Required VMKVMK 5a
Difficulty = Easy
I describe how to calculate three types of forces in this VMK. Gravitational, Spring and Damper forces are covered.
13 min 14 sec
7.05 MB
forum (1 post)
VMK 5c Types of Forces Part 2/2

more screen shots here
Required VMKVMK 5b
Difficulty = Easy
Three more types of forces are described in this VMK. Friction, Buoyancy and Drag forces are covered.
14 min 55 sec
8.25 MB
forum (1 post)
VMK 5d Wind Force
Required VMKVMK 5c
Difficulty = Hard
In this VMK I show you how to derive the equations of motion for the cannon ball when wind is blowing in our scene.
27 min 42 sec
11.7 MB
forum (1 post)
VMK 5e Wind Code part 1/2
Required VMKVMK 5d
Difficulty = Medium
A 3D model of a chicken is loaded into our scene to represent the direction of the wind and the cannon ball properties are all grouped into a separate class.
17 min 12 sec
15.6 MB
forum (1 post)
VMK 5f Wind Code part 2/2
Required VMKVMK 5e
Difficulty = Medium
Keyboard input from the number pad is added to allow us to change the direction of the wind, change the speed of the wind and the mass of the cannon ball. Finally the equations of motion are also implemented.
19 min 47 sec
20.4 MB
forum (1 post)
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