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Behold my Bouncing Balls

Last post 05-15-2006, 2:21 PM by scottcate. 0 replies.
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  •  05-15-2006, 2:21 PM 306

    Behold my Bouncing Balls

    Room: 108 1:00pm
    Presented by: Jason Mauer

    So you've waded through reams of initialization code, wrestled with flags and graphics adapter settings, banged your head against the desk and finally, you've got a viewport with a triangle (or teapot) drawn in it. Now what? In this session, we'll be talking about some of the myriad of problems to solve once your feet are wet in 3D rendering, such as scene partitioning, collision detection, and applying the laws of physics to your virtual world. We'll explore the implementation of a Managed Direct3D game engine that wrestles with these issues in real-time to help you better understand and tackle these issues in your own 3D applications. Although the code demonstrated will be using Managed Direct3D, the concepts apply to other 3D APIs (OpenGL, Avalon, etc) as well.
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