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3D Acoustics

3D Acoustics

May 17th, 2008

I wrote a paper about my 3D acoustics research, with a lot of pictures and videos (including giant explosions). You can find it here!

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Movement Evolution

Movement Evolution

May 16th, 2008

I tried evolving new kinds of movement in 3D humanoid characters. There has been a lot of research on dynamic humanoid walking controllers, but what about crawling? Or breakdancing…

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Controlled Intersections

Controlled Intersections

May 16th, 2008

I have been working on ways to improve the intersections between different objects. The examples shown here demonstrate automatic ambient occlusion and weathering effects as well…

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Real skeletal animation

Real skeletal animation

April 29th, 2008

I extended the physics engine to support ligament and muscle constraints, and then attached them to a skeleton model to demonstrate how the shoulder joint works. Link to youtube…

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Fan-made Lugaru Campaigns

Fan-made Lugaru Campaigns

April 17th, 2008

There are two excellent single-player campaigns for Lugaru made by forum users Silb and Jendraz. They are both longer and more in-depth than the original Lugaru campaign, and use a…

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Rigid body physics integration

Rigid body physics integration

March 25th, 2008

The point-stick-triangle physics described in the previous post is very good for quickly defining articulated bodies, but it is not appropriate for simulating large numbers of…

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Physics Engine

Physics Engine

January 16th, 2008

I managed to combine my Wolfire work with Swarthmore class work by improving my physics engine and creating a small web page about how it works. You can find it here if you are…

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New sky shader

New sky shader

July 19th, 2007

I was tired of my old sky dome, so I replaced it with a single quad with a pixel shader that handles shifting backlit and normal-mapped clouds, 'god' rays, and atmospheric…

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Iterative parallax mapping

Iterative parallax mapping

July 10th, 2007

I started to revisit the terrain surface shading today, and implemented parallax mapping to give a greater feeling of depth to the ground.

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