The slides for the Game Developers Conference 2008 Tutorial, Physics for Game Developers, on parallel SPU physics are available for download now.
For feedback please use the
Following link provides some physics related sessions during upcoming GDC. There will be some demos of Bullet physics at the showfloor. It is a nice occasion to meet up, so if you are around, please get in touch!
More details here.
One of the distinguished projects at the Department of Computing at Imperial College London is about real-time physics simulation, using the Bullet physics library as case study.
At a first glance it looks like an interesting read!
The new CUDA 1.1 SDK includes some new physics demos including particle systems, FFT-based 2D fluids, and n-body gravitational simulation, all running on the GPU.
Thanks to Simesgreen for the link
The source code contains also a little example application and a patch for the Collada Converter of the Horde3D Engine version 0.11 that allows the usage of basic features of the Collada Physics extension.
This text is also available in german. A local cached copy of the source/demo is available too.
NVidia released a VisSim demo to showcase NVSG. They showed this demo in the NVidia booth at SIGGRAPH 2007 in San Diego.
Quote from the website: “The demo illustrates the integration of Physics (Bullet physics system), Audio (OpenAL), and Graphics through Producer, Cal3D, FreeType and of course NVSG. Bullet, OpenAL and Producer are all open source projects that are available from their respective repositories on the Internet. Nvidia and the NVSG team do not endorse any of these projects specifically, but they have worked very well for us and we would certainly recommend them. The source code to the VisSim demo is available below.”
“Most interesting of the desired features, however, is the development of Capcom’s own physics system to replace the Havok middleware that it currently uses. ”
Explaining the decision, the page states that “Although middleware might increase efficiency, language discrepancies, response times for support/bugs and the loss of understanding on how our entire engine is structured leads us to feel that we get better results in a shorter period by developing our own engine.”
My wife Ryoko forwarded me this interview of the president of Nintendo, Iwata-san. This series of articles is available in both Japanese and English, and very enjoyable to read.