Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

Arrow left icon
Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Integrating rag doll physics


Particularly in the realm of computer games, attempting to pre-generate absolutely every bit of animation required by characters in a game is not always going to yield the most efficient use of developer's or artist's time.

Sometimes we want an animation to be able to react in real time to the environment around it and the introduction of a physics engine is a popular way of achieving that.

As writing a physics engine is complicated enough to warrant a number of books by itself, it's far more common for games to utilize third-party physics engines rather than for developers to construct their own.

With this in mind, the following recipe demonstrates how to integrate one specific physics engine in the hope that the general principles involved in integrating just about any of the other physics engines available will be indicated.

Getting ready

This recipe relies upon both the GeometricBuffer classes discussed in Chapter 3, Procedural Modeling, and the BEPU physics...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image