NO20180688A1 - Method of rendering a frame in a discrete physics engine for simulating rigid bodies in a space - Google Patents
Method of rendering a frame in a discrete physics engine for simulating rigid bodies in a spaceInfo
- Publication number
- NO20180688A1 NO20180688A1 NO20180688A NO20180688A NO20180688A1 NO 20180688 A1 NO20180688 A1 NO 20180688A1 NO 20180688 A NO20180688 A NO 20180688A NO 20180688 A NO20180688 A NO 20180688A NO 20180688 A1 NO20180688 A1 NO 20180688A1
- Authority
- NO
- Norway
- Prior art keywords
- rendering
- frame
- space
- rigid bodies
- physics engine
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NO20180688A NO20180688A1 (en) | 2018-05-15 | 2018-05-15 | Method of rendering a frame in a discrete physics engine for simulating rigid bodies in a space |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
NO20180688A NO20180688A1 (en) | 2018-05-15 | 2018-05-15 | Method of rendering a frame in a discrete physics engine for simulating rigid bodies in a space |
Publications (1)
Publication Number | Publication Date |
---|---|
NO20180688A1 true NO20180688A1 (en) | 2019-11-18 |
Family
ID=69493482
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
NO20180688A NO20180688A1 (en) | 2018-05-15 | 2018-05-15 | Method of rendering a frame in a discrete physics engine for simulating rigid bodies in a space |
Country Status (1)
Country | Link |
---|---|
NO (1) | NO20180688A1 (en) |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20050248570A1 (en) * | 2004-05-06 | 2005-11-10 | Valve Corporation | Method and system for performing speculative collisions for a video game |
US20060149516A1 (en) * | 2004-12-03 | 2006-07-06 | Andrew Bond | Physics simulation apparatus and method |
US20080231627A1 (en) * | 2007-03-20 | 2008-09-25 | Robert Allen Shearer | Using Ray Tracing to Enhance Artificial Intelligence Character Behavior |
US20090143124A1 (en) * | 2007-11-29 | 2009-06-04 | Ian Hughes | Simulation of Sporting Events in a Virtual Environment |
US20090315839A1 (en) * | 2008-06-24 | 2009-12-24 | Microsoft Corporation | Physics simulation-based interaction for surface computing |
-
2018
- 2018-05-15 NO NO20180688A patent/NO20180688A1/en unknown
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20050248570A1 (en) * | 2004-05-06 | 2005-11-10 | Valve Corporation | Method and system for performing speculative collisions for a video game |
US20060149516A1 (en) * | 2004-12-03 | 2006-07-06 | Andrew Bond | Physics simulation apparatus and method |
US20080231627A1 (en) * | 2007-03-20 | 2008-09-25 | Robert Allen Shearer | Using Ray Tracing to Enhance Artificial Intelligence Character Behavior |
US20090143124A1 (en) * | 2007-11-29 | 2009-06-04 | Ian Hughes | Simulation of Sporting Events in a Virtual Environment |
US20090315839A1 (en) * | 2008-06-24 | 2009-12-24 | Microsoft Corporation | Physics simulation-based interaction for surface computing |
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