To understand the child, one must study the parent. So to understand 3DRad, one must look at its parent,namely, 3Impact. Having recently become freeware, I decided to take some time off 3DRad and investigate the capabilities of 3Impact5.
I have found that the easiest way for me to study a new engine is to take a project that I know works in another engine, and port it over to the engine that I'm testing. I have had a fair amount of experience with the Nvidia PhysX SDK, integrating its physics into a previous 3D engine. I find that 3Impact/3Drad is sadly lacking on the physics side (it uses the rather outdated ODE physics), so my goal over the next couple of months is to attempt integration of PhysX into 3Impact. You can follow may progress at the 3Impact Forum. There will be downloadable demos illustrating the various tests I am apply
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A new year and a new start. I'm not getting any younger, so I'm going to make a start on my Surfing Simulation project before my bones give out!
During the last few weeks I managed to refresh myself on HLSL and hope to use this to produce a good surfing wave for myself. I have been following an excellent series of tutorials on shader programming. It is actually a free e-book called "The CG Tutorial: The Definitive Guide to Real-Time Graphics" and is obtainable at http://developer.nvidia.com/object/cg_tutorial_home.html Although it is based on Cg, which is a high-level shader language developed by Nvidia in close collaboration with Microsoft,it is very similar to Microsoft's HLSL. I've taken a number of the examples and ported them to 3DRad HLSL format. You can pick them up from here. |
AuthorMy name is Allan C Farquharson Archives
November 2014
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