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<channel>
	<title>f = ma</title>
	<atom:link href="http://www.fysx.org/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.fysx.org</link>
	<description>gamedev, math, physics</description>
	<lastBuildDate>Sun, 06 May 2012 12:23:36 +0000</lastBuildDate>
	<language>en</language>
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		<title>New Game: Spaceship In The Sky With Colors</title>
		<link>http://www.fysx.org/2012/05/05/new-game-spaceship-in-the-sky-with-colors/</link>
		<comments>http://www.fysx.org/2012/05/05/new-game-spaceship-in-the-sky-with-colors/#comments</comments>
		<pubDate>Sat, 05 May 2012 12:47:00 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=729</guid>
		<description><![CDATA[It&#8217;s been already about two weeks that the Ludum Dare 23 Game Jam is over and it is therefore also about two weeks that our game Spaceship In The Sky With Colors is finished. It is about a spaceship in &#8230;<p class="read-more"><a href="http://www.fysx.org/2012/05/05/new-game-spaceship-in-the-sky-with-colors/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.fysx.org/files/2012/05/gameplay.png"><img class="alignleft size-thumbnail wp-image-705" title="gameplay" src="http://www.fysx.org/files/2012/05/gameplay-150x150.png" alt="" width="150" height="150" /></a>It&#8217;s been already about two weeks that the Ludum Dare 23 Game Jam is over and it is therefore also about two weeks that our game <strong><a title="Spaceship In The Sky With Colors" href="http://www.fysx.org/games/spaceship-in-the-sky-with-colors/">Spaceship In The Sky With Colors</a></strong> is finished. It is about a spaceship in the sky with colors.</p>
<p>It was created by <a title="Spaceship In The Sky With Colors" href="http://www.quixotic-project.de">michi</a> and me and we are very happy with it. We have been wanting to make a game together for more than 15 years and we finally got something done.</p>
<p>I created a page with information and further links here: <a title="Spaceship In The Sky With Colors" href="http://www.fysx.org/games/spaceship-in-the-sky-with-colors/">Spaceship In the Sky With Colors</a></p>
<p>Enjoy!</p>
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		<item>
		<title>Flowerplant</title>
		<link>http://www.fysx.org/2012/04/23/flowerplant/</link>
		<comments>http://www.fysx.org/2012/04/23/flowerplant/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 19:01:50 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[chiptune]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=688</guid>
		<description><![CDATA[I just composed my first piece using Milkytracker. Yay! The song is going to be used in our #LD48 entry. And here it is: Here is a link for the download: flowerplant.ogg]]></description>
			<content:encoded><![CDATA[<p>I just composed my first piece using Milkytracker. Yay! The song is going to be used in our <a href="http://www.ludumdare.com/compo">#LD48</a> entry.</p>
<p>And here it is:<br />
Here is a link for the download: <a href="http://www.fysx.org/files/2012/04/Flowerplant.ogg">flowerplant.ogg</a></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
<enclosure url="http://www.fysx.org/files/2012/04/flowerplant.mp3" length="1473431" type="audio/mpeg" />
<enclosure url="http://www.fysx.org/files/2012/04/Flowerplant.ogg" length="1273953" type="audio/ogg" />
		</item>
		<item>
		<title>RBDL logo and online documentation</title>
		<link>http://www.fysx.org/2012/03/20/rbdl-logo-and-online-documentation/</link>
		<comments>http://www.fysx.org/2012/03/20/rbdl-logo-and-online-documentation/#comments</comments>
		<pubDate>Tue, 20 Mar 2012 12:55:13 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[rbdl]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=682</guid>
		<description><![CDATA[Some days ago I created a logo for my dynamics library, a.k.a. RBDL &#8211; the Rigid Body Dynamics Library. Here it is: The official website is now: http://rbdl.bitbucket.org (so far only online documentation) The official repository is now: http://bitbucket.org/rbdl/rbdl/ &#160;]]></description>
			<content:encoded><![CDATA[<p>Some days ago I created a logo for my <a title="RBDL – Rigid Body Dynamics Library" href="http://www.fysx.org/rbdl-rigid-body-dynamics-library/">dynamics library</a>, a.k.a. RBDL &#8211; the Rigid Body Dynamics Library. Here it is:</p>
<p><a href="http://rbdl.bitbucket.org"><img class="size-full wp-image-683 aligncenter" title="rbdl_logo" src="http://www.fysx.org/files/2012/03/rbdl_logo.png" alt="" width="260" height="100" /></a>The official website is now: <a href="http://rbdl.bitbucket.org">http://rbdl.bitbucket.org</a> (so far only online documentation)<br />
The official repository is now: <a href="http://bitbucket.org/rbdl/rbdl/">http://bitbucket.org/rbdl/rbdl/</a></p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Realistic Asteroid done in Blender</title>
		<link>http://www.fysx.org/2012/03/18/realistic-asteroid-done-in-blender/</link>
		<comments>http://www.fysx.org/2012/03/18/realistic-asteroid-done-in-blender/#comments</comments>
		<pubDate>Sun, 18 Mar 2012 22:47:14 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[asteroids]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=672</guid>
		<description><![CDATA[I just finished a tutorial that I always wanted to do from blenderguru.com, called &#8220;how to make a realistic asteroid&#8221; made by Andrew Price. You can find it here: http://www.blenderguru.com/videos/how-to-make-a-realistic-asteroid And this is my result: I am very happy with &#8230;<p class="read-more"><a href="http://www.fysx.org/2012/03/18/realistic-asteroid-done-in-blender/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>I just finished a tutorial that I always wanted to do from blenderguru.com, called &#8220;how to make a realistic asteroid&#8221; made by Andrew Price. You can find it here: <a href="http://www.blenderguru.com/videos/how-to-make-a-realistic-asteroid">http://www.blenderguru.com/videos/how-to-make-a-realistic-asteroid</a></p>
<p>And this is my result:<a href="http://www.fysx.org/files/2012/03/real_asteroid_final.jpg"><img class="alignright size-large wp-image-673" title="real_asteroid_final" src="http://www.fysx.org/files/2012/03/real_asteroid_final-1024x576.jpg" alt="" width="620" height="348" /></a></p>
<p>I am very happy with the outcome and I learned a lot! Blender is absolutely amazing!</p>
<p>The tutorial was a bit quick at some parts, but was also a very nice introduction to the compositor in blender. Just as a reference, here is the image without any compositing:<a href="http://www.fysx.org/files/2012/03/real_asteroid_no_compositing.jpg"><img class="alignright size-large wp-image-674" title="real_asteroid_no_compositing" src="http://www.fysx.org/files/2012/03/real_asteroid_no_compositing-1024x576.jpg" alt="" width="620" height="348" /></a></p>
<p>and the actual compositor looks something like this:<a href="http://www.fysx.org/files/2012/03/real_asteroid_compositor.jpg"><img class="alignright size-large wp-image-675" title="real_asteroid_compositor" src="http://www.fysx.org/files/2012/03/real_asteroid_compositor-1024x391.jpg" alt="" width="620" height="236" /></a></p>
<p>The final .blend file can be downloaded here: <a href="http://www.fysx.org/files/2012/03/realasteroid.blend_.zip">realasteroid.blend.zip</a><a href="http://www.fysx.org/files/2012/03/realasteroid.blend_.zip"><br />
</a></p>
]]></content:encoded>
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		<title>I Hate Myself Love</title>
		<link>http://www.fysx.org/2012/01/30/i-hate-myself-love/</link>
		<comments>http://www.fysx.org/2012/01/30/i-hate-myself-love/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 12:06:37 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=637</guid>
		<description><![CDATA[Last weekend, I participated in the Global Game Jam 2012. Together with Jonathan Wehrle, Tilmann Hars I made this game within 48 hours. We are very happy with our submission and you should definitely have a look at it. Also, &#8230;<p class="read-more"><a href="http://www.fysx.org/2012/01/30/i-hate-myself-love/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Last weekend, I participated in the Global Game Jam 2012. Together with Jonathan Wehrle, Tilmann Hars I made this game within 48 hours. We are very happy with our submission and you should definitely have a look at it. Also, feel free to vote for our game at <a href="http://globalgamejam.org/2012/i-hate-myself">http://globalgamejam.org/2012/i-hate-myself</a></p>
<p>We used LÖVE a super awesome 2D game engine that lets you make games extremely easy. It was wonderful to work with it.</p>
<p><iframe src="http://www.youtube.com/embed/zPw2AdZfxNg" frameborder="0" width="420" height="315"></iframe></p>
<h5>Download</h5>
<p>The original submission can be found at: <a href="http://globalgamejam.org/2012/i-hate-myself">http://globalgamejam.org/2012/i-hate-myself</a></p>
<p>An updated version with smaller bugfixes can be downloaded here:</p>
<ul>
<li>Windows: <a href="http://www.fysx.org/files/2012/01/i-hate-myself-w32.zip">i-hate-myself-w32</a></li>
<li>MacOSX: <a href="http://www.fysx.org/files/2012/01/i-hate-myself.app_.zip">i-hate-myself.app</a></li>
<li>LÖVE package (for Linux<strong>/</strong>Mac<strong>)*</strong>: <a href="http://www.fysx.org/files/2012/01/i-hate-myself.love">i-hate-myself.love</a></li>
</ul>
<p><strong>*</strong>Please note you need <a href="https://love2d.org/">LÖVE</a> version 7.0 (at least) to run the game under Linux/Mac/Ubuntu/Whateverix. It can be downloaded here: <a href="https://love2d.org/">https://love2d.org/</a></p>
<h5>Source:</h5>
<p>Source code and assets can be accessed through github at<br />
<a href="https://github.com/joeka/I-hate-myself">https://github.com/joeka/I-hate-myself</a></p>
<h5>Credits</h5>
<p>Jonathan Wehrle &#8211; Code | Martin Felis &#8211; Code, Art | Tilmann Hars &#8211; Code, Music</p>
]]></content:encoded>
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		<title>MeshUp!</title>
		<link>http://www.fysx.org/2012/01/11/meshup/</link>
		<comments>http://www.fysx.org/2012/01/11/meshup/#comments</comments>
		<pubDate>Wed, 11 Jan 2012 22:07:02 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[meshup]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=611</guid>
		<description><![CDATA[Last week I started working on a small, yet powerful visualization tool for animations or more generally spoken for any multi-body simulations. It is based on skeletal animation and magic and is called MeshUp!. The frames for the skeleton are &#8230;<p class="read-more"><a href="http://www.fysx.org/2012/01/11/meshup/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.fysx.org/files/2012/01/Screenshot-MeshUp-2.png"><img class="alignright size-thumbnail wp-image-613" title="Screenshot-MeshUp-2" src="http://www.fysx.org/files/2012/01/Screenshot-MeshUp-2-150x150.png" alt="" width="150" height="150" /></a><a href="http://www.fysx.org/files/2012/01/Screenshot-MeshUp-0.png"><img class="alignright  wp-image-612" title="Screenshot-MeshUp-0" src="http://www.fysx.org/files/2012/01/Screenshot-MeshUp-0-150x150.png" alt="" width="150" height="150" /></a>Last week I started working on a small, yet powerful visualization tool for animations or more generally spoken for any multi-body simulations. It is based on skeletal animation and magic and is called <a href="https://bitbucket.org/MartinFelis/meshup"><strong>MeshUp!</strong></a>.</p>
<p>The frames for the skeleton are defined in a <a href="http://en.wikipedia.org/wiki/JSON">JSON</a> file (thanks to <a href="http://jsoncpp.sourceforge.net/">jsoncpp</a> this was relatively easy to implement). In the same file meshes can be attached to the frames (e.g. some random monkey head to the &#8220;Head&#8221; frame, etc.) and are then moved with the head bone.</p>
<p>The meshes themselves are <a href="http://en.wikipedia.org/wiki/Wavefront_OBJ">Wavefront OBJ</a> files that can be exported by nearly every 3d content creation package. I wrote the importer in about 2 hours which surprised me. I feared that to be a lot more of a hassle.</p>
<p>Furthermore it finally made me play around with <a href="http://en.wikipedia.org/wiki/Quaternions">Quaternions</a> a bit more. Turns out that they are not as hard and are actually quite efficient. Before that I used some matrix calculations for the rotations but with the Quaternions I basically have the same usage but about 10% performance gain (not that it would matter, but it surprised me a little). The biggest problems I had, was that in my computer animation reference book a formula for a conversion had a typo. Thanks to test <a href="http://en.wikipedia.org/wiki/Test-driven_development">driven development</a> this was easy to debug and will not occur in the future! Yay!</p>
<p>Oh, also it is coordinate system agnostic. Meaning you can use whatever angle convention you like! ZYX Euler? Sure! YZX Euler? Why not? Just define the proper coordinate system and rotation order in the model file and that&#8217;s it!</p>
<p>I published <a href="https://bitbucket.org/MartinFelis/meshup"><strong>MeshUp!</strong></a> at bitbucket account. You can download the source at:</p>
<p style="padding-left: 30px;"><a title="MeshUp" href="https://bitbucket.org/MartinFelis/meshup">https://bitbucket.org/MartinFelis/meshup</a></p>
<p>So far I havent&#8217;t decided on a license. Any suggestions?</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<title>Android Programming &#8211; First Try</title>
		<link>http://www.fysx.org/2011/12/30/android-programming-first-try/</link>
		<comments>http://www.fysx.org/2011/12/30/android-programming-first-try/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 22:57:05 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=599</guid>
		<description><![CDATA[Today I felt a bit daring and thought I&#8217;d try programming for android. Here is the result: the NerdRomanceHelper.apk. Here is a screenshot: I&#8217;ve tried it, it works!]]></description>
			<content:encoded><![CDATA[<p>T<a href="http://www.fysx.org/files/2011/12/nerdromance.png"><img class="size-full wp-image-601 alignleft" title="nerdromance" src="http://www.fysx.org/files/2011/12/nerdromance.png" alt="" width="96" height="96" /></a>oday I felt a bit daring and thought I&#8217;d try programming for android.</p>
<p>Here is the result: the <a href="http://www.fysx.org/files/2011/12/NerdRomanceHelper.apk">NerdRomanceHelper</a>.apk.</p>
<p>Here is a screenshot:</p>
<p><a href="http://www.fysx.org/files/2011/12/nerd_romance_helper_screenshot.png"><img class="wp-image-606 aligncenter" title="nerd_romance_helper_screenshot" src="http://www.fysx.org/files/2011/12/nerd_romance_helper_screenshot-150x150.png" alt="" width="150" height="150" /></a></p>
<p>I&#8217;ve tried it, it works!</p>
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		<title>Rigid Body Dynamics Library</title>
		<link>http://www.fysx.org/2011/12/07/rigid-body-dynamics-library/</link>
		<comments>http://www.fysx.org/2011/12/07/rigid-body-dynamics-library/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 15:59:09 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[articulated body algorithm]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[code]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[rbdl]]></category>
		<category><![CDATA[rigid body dynamics]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=583</guid>
		<description><![CDATA[Hi there&#8230; some time ago, I posted a video about my C++ implementation of the Articulated Body Algorithm (ABA), one of the best available algorithms available to perform forward dynamics computations on kinematic tree structures (if this sounds weird, replace &#8230;<p class="read-more"><a href="http://www.fysx.org/2011/12/07/rigid-body-dynamics-library/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Hi there&#8230;</p>
<p>some <a title="Articulated Body Algorithm – first video" href="http://www.fysx.org/2011/01/07/articulated-body-algorithm-first-video/">time ago</a>, I posted a video about my C++ implementation of the Articulated Body Algorithm (ABA), one of the best available algorithms available to perform forward dynamics computations on kinematic tree structures (if this sounds weird, replace &#8220;forward dynamics computations&#8221; by &#8220;physics simulations&#8221; and &#8220;kinematic tree structures&#8221; by &#8220;human-like figures&#8221; and you might be able to get a clue what you can do with it).</p>
<p>I mostly use it for my scientific work, which is funded by the <a href="http://www.mathcomp.uni-heidelberg.de/" target="_blank">Heidelberg Graduate School of Mathematical  and Computational Methods for the Sciences</a>. I spent quite some time in programming it and making sure it does what it should (91 tests!).</p>
<p>Some highlights:</p>
<ul>
<li>Articulated Body Algorithm (ABA)</li>
<li>Newton-Euler Algorithm</li>
<li>Composite Rigid Body Algorithm (CRBA)</li>
<li>Contact force computation as described by Kokkevis &amp; Metaxas in &#8220;<a href="http://www.research.scea.com/research/pdfs/VangelisK_GDC2004.pdf" target="_blank">Practical Physics for Articulated Characters&#8221;, Game Developers Conference, 2004</a></li>
<li>Basic forward and inverse kinematics routines</li>
<li>Extensive doxygen documentation</li>
</ul>
<p>So far I am very happy with it and thought that maybe other can benefit from it as well.</p>
<p>Therefore I decided to publish it under an open-source license, namely the very permissive zlib license (which is also used by Bullet), which should allow pretty much anyone to do what he/she/it wants with it. However comments, suggestions or acknowledgements are still very welcome.</p>
<p>You can grab it at:</p>
<p style="padding-left: 30px;"><a href="https://bitbucket.org/MartinFelis/rigidbodydynamicslibrary">https://bitbucket.org/MartinFelis/rigidbodydynamicslibrary</a></p>
<p>It does feel a little weird to let it out into the wild, but I hope it is of use for anyone.</p>
<p>Martin</p>
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		<title>OpenGL is dead! Long live OpenGL! (a.k.a. IFTPOP 0.0.2a)</title>
		<link>http://www.fysx.org/2011/11/20/opengl-is-dead-long-live-opengl-a-k-a-iftpop-0-0-2a/</link>
		<comments>http://www.fysx.org/2011/11/20/opengl-is-dead-long-live-opengl-a-k-a-iftpop-0-0-2a/#comments</comments>
		<pubDate>Sun, 20 Nov 2011 16:33:46 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[binary]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[iftpop]]></category>
		<category><![CDATA[opengl]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=564</guid>
		<description><![CDATA[I think finally tracked the error that made the game crash on some computers. The culprit is OpenGL, more specifically OpenGL 1.X. Since the introduction of OpenGL 2.0 in 2004 there have been a few changes in the way how &#8230;<p class="read-more"><a href="http://www.fysx.org/2011/11/20/opengl-is-dead-long-live-opengl-a-k-a-iftpop-0-0-2a/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>I think finally tracked the error that made the game crash on some computers. The culprit is OpenGL, more specifically OpenGL 1.X. Since the introduction of OpenGL 2.0 in 2004 there have been a few changes in the way how to do graphics (&#8220;it&#8217;s called shader baby!&#8221;). As my current reference of OpenGL (the OpenGL Super Bible, 5th ed.) tries to break free from the old legacy code (&#8220;fixed function pipeline&#8221;) I ended up being dependent on this new stuff.<a href="http://www.fysx.org/files/2011/11/opengl_is_dead_long_live_opengl.png"><img class="alignright size-thumbnail wp-image-566" title="opengl_is_dead_long_live_opengl" src="http://www.fysx.org/files/2011/11/opengl_is_dead_long_live_opengl-150x150.png" alt="" width="150" height="150" /></a></p>
<p>Sorry about that. But if it does not run, you probably should get a new computer anyways.</p>
<p>At least some good news: errors are now nicely reported with a message box. Should your graphics card be incompatible, you will beinformed properly.</p>
<p>Get it from here: <a href="http://www.fysx.org/files/2011/11/iftpop_0.0.2a.zip">iftpop_0.0.2a</a></p>
<p>A new version with better graphics (OpenGL 2.X!) is coming along as I now finally fixed this error.</p>
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		<title>Custom Shaders and Material in Horde3D</title>
		<link>http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/</link>
		<comments>http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/#comments</comments>
		<pubDate>Tue, 15 Nov 2011 18:24:12 +0000</pubDate>
		<dc:creator>Martin Felis</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[horde3d]]></category>
		<category><![CDATA[iftpop]]></category>
		<category><![CDATA[opengl]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://www.fysx.org/?p=551</guid>
		<description><![CDATA[To simplify scene management and visual effects I looked at various open-source graphic engines that I might use. I briefly looked at the usual suspects such as Ogre3D and Irrlicht until I found Horde3D, which convinced me by its simple &#8230;<p class="read-more"><a href="http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>To simplify scene management and visual effects I looked at various open-source graphic engines that I might use. I briefly looked at the usual suspects such as <a href="http://www.ogre3d.org">Ogre3D</a> and <a href="http://irrlicht.sourceforge.net/">Irrlicht</a> until I found <a href="http://www.horde3d.org">Horde3D</a>, which convinced me by its simple looking API and the compiled library was much smaller than of the others. It also seemed to feature various capabilities that might be interesting (scene graph, shadow mapping) or nice to have things (picking, blur, hdr, etc.).</p>
<p>However being an old-school OpenGL programmer, that mostly draws simple geometries such as cubes, spheres, and similar, it is not quite the way I am used to do stuff. Furthermore, the shaders in the examples seemed much more advanced than I need for now, so I am currently trying to make things more basic. Eventually I want to use the scene graph to do some procedural animation and that I am going to do with these simple geometries. Using more sophisticated models created with blender should not be too hard once I got it running.</p>
<p>So far I incorporated Horde3D to my code and using assets from the example to get some experience with Horde3D and implemented a simple shader. As I had the OpenGL Superbible laying around I thought it would be nice to implement the good old Ambient-Diffuse-Specular lighting model (so far only on a per-vertex basis).</p>
<p>Here are some screenshots of the different steps I took:
<a href='http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/first_working_shader/' title='first_working_shader'><img width="150" height="150" src="http://www.fysx.org/files/2011/11/first_working_shader-150x150.png" class="attachment-thumbnail" alt="first_working_shader" title="first_working_shader" /></a>
<a href='http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/diffuse_shader/' title='diffuse_shader'><img width="150" height="150" src="http://www.fysx.org/files/2011/11/diffuse_shader-150x150.png" class="attachment-thumbnail" alt="diffuse_shader" title="diffuse_shader" /></a>
<a href='http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/ads_shader/' title='ads_shader'><img width="150" height="150" src="http://www.fysx.org/files/2011/11/ads_shader-150x150.png" class="attachment-thumbnail" alt="ads_shader" title="ads_shader" /></a>
<a href='http://www.fysx.org/2011/11/15/custom-shaders-and-material-in-horde3d/ads_shader_uniforms/' title='ads_shader_uniforms'><img width="150" height="150" src="http://www.fysx.org/files/2011/11/ads_shader_uniforms-150x150.png" class="attachment-thumbnail" alt="ads_shader_uniforms" title="ads_shader_uniforms" /></a>
</p>
<p>Now I can easily specify the material in the XML-files that Horde3D is using. Also, I learned a great deal about Horde3D.</p>
<p>Hopefully I&#8217;ll soon be able to draw simple procedurally generated geometries and can then start to look at the animations.</p>
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