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Direct3D Rendering Cookbook

You're reading from   Direct3D Rendering Cookbook For C# .NET developers this is the ultimate cookbook for Direct3D rendering in PC games. Covering all the latest innovations, it teaches everything from debugging to character animation, supported throughout by illustrations and sample code.

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Product type Paperback
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Length 430 pages
Edition Edition
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Author (1):
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Justin Stenning Justin Stenning
Author Profile Icon Justin Stenning
Justin Stenning
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Table of Contents (19) Chapters Close

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D FREE CHAPTER 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Using a physics engine


In this recipe, we will extend our existing mesh renderer to support the simulation of physics within a scene. We will continue to use the built-in Visual Studio graphics content pipeline, and rely on a simple mesh naming convention to designate static and dynamic objects within our scene.

Getting ready

For our physics engine, we will use BulletSharp, a .NET wrapper of the popular Bullet Physics library used in many AAA game and movie titles. Consider the following steps:

  1. Download the BulletSharp library from https://code.google.com/p/bulletsharp/. It is also included in the \External folder within the downloadable content for this book.

  2. Add a reference to the \External\bulletsharp-2.82\Release SharpDX\BulletSharp.dll assembly.

    Note

    Referencing the SharpDX version of the BulletSharp assembly uses the existing SharpDX vector and matrix structures.

  3. We use an example scene to demonstrate the physics engine. This is available within the downloadable content.

  4. A debug renderer...

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