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Closed 9 years ago.
I need physics engine to simulate game world on server. I googled for .Net physics engines and they all were released in 2006-2009. So is there any good physics engine that I can use?
What I need from engine is box, spheres collisions..
Update: sorry forgot to mention i need 3d engine
Update: In case someone will need managed physics engine look at Jitter, it's pure managed and from the developer of JigLibX
I've used the very good Newton Game Dynamics via P/Invoke.
http://newtondynamics.com/forum/newton.php
There's also the well-regarded Bullet Physics engine, but I've never used it directly. It looks quite good, though.
http://sourceforge.net/projects/bullet/
You weren't clear if you needed a purely managed code engine, but note these are not.
2d Engine:
I had a look at this a little while ago: http://farseerphysics.codeplex.com/
-- Edit: for some reason I'm unable to delete this comment myself, or even reply to comments, so I leave this edit in here. This answer was posted before the clarification of the requirement for 3D. If a mod wants to delete this, feel free.
free or commercial ?
free: jitter, jiglibX, henge3D, bulletX
commercial: bepu physics, matali physics, digitalrune physics
I worked on one a few years back for a uni project
video
soureforge
codeexamples
MIT License
Written natively in C#
It has some limitations as you would guess for a uni project
eg only use convex hulls
Features
collision detection (uses bounding volume hierarchy)
elastic collisions
custom collision handling
also supports some particle physics and spatial queries (k-nearest neighbor).
its open source so if you wanted to add your own features to it you could
Related
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Closed 9 years ago.
I have read a lot about the XNA framework going away and Microsoft not openly supporting it any more. I would like to know if there are any similar technologies available keeping in mind that I do not want to pay a lot of $$ for creating a cross platform indie game.. I know that XNA only support Microsoft devices and that there are already a lot of open source game engines available such as Torque, NeoAxis and so on. I am mainly looking for a simplified game engine where I can code in c#. I do not require the Complex 3D rendering component or worry to much about memory management. Just want to get a simplified tool set as a beginner. Any suggestions would be greatly appreciated..
Unity3D is the answer to your problem. Although 3D is in the name, you can do just about any type of a game in Unity. It also supports game scripting in other languages like JS. There are plenty of examples, great support, and growing popularity. I believe they also have a free version of their engine. www.unity3d.com
If you want something similar to Microsoft's XNA you can always try MonoGame which is an open-source implementation of XNA 4 and includes support for Windows, Windows Metro, Mac OSX, Linux, Android (with MonoDroid) and iOS (with Xamarin.iOS/MonoTouch)
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Closed 9 years ago.
I'm starting a 2D platformer in Unity. I want to write it in C#, but most of the tutorials I'm finding are in JavaScript. Is there any good tutorial you can direct me to?
If not, what is a good place to start? I'm new to Unity so I'd like to start by making a ground for the character to walk on in the first level and then a simple character model (no specific design so I don't have to model an actual character at this point) that I can add a script to. How can I go about these simple ideas?
The differences between C# and Javascript when using Unity3D are not as dramatic as you might think. The Unity3D documentation has a page describing the most important differences (apart from syntax of course):
http://docs.unity3d.com/Documentation/ScriptReference/index.Writing_Scripts_in_Csharp_26_Boo.html
Also, the official unity documentation allows you to switch between JavaScript, C# and Boo.
If you want to get started with Unity3D, additionally to the official documentation there are a lot of sites around (just google it), one site that i found quite helpful was unity3dstudent.com, going through at least the Essential and Beginner modules as well as the Challenges should help to get a basic understanding of how things work.
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Closed 9 years ago.
Since Microsoft are dropping XNA (and yes, I know that one can still use it quite successfully, but the fact it's not being developed after only a short period of existence speaks volumes).
What are the best C# graphic libraries for simple 2D development (akin to Allegro, SFML, SDL and the likes)? By the best I mean those under active development, with an active community, and hopefully with some decent tutorials.
I tried searching for an answer but, one way or another, it's XNA that always comes up (maybe for a reason...)
Thank you!
OpenTK or TaoFramework.
There are a lot of tutorials. One of them can be found here.
Frameworks I like:
for openGL - OpenTK
for DirectX - SlimDX
For the libraries you have listed there is a wrapper for SDL SDL.NET
Re-adding content that was removed in a review (WHY? The answer is not XNA, but Open Source implementation of XNA)
Also if you are familiar with XNA you can use MonoGame - implementation of XNA under active development. Playstation Mobile and Raspberry PI support is under development.
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Closed 10 years ago.
The goal of my personal experiment is to create a 3D engine in C#.
I have read a little about XNA and SlimDX. I'm not sure about XNA, because it's basically a complete engine already and so there won't be much for me to do. SlimDX looks closer to my assumptions, but I would appreciate any other recommendations.
I have some experience using OpenGL and writing a simple engine for Android games, and for the PC using jogl.
I am interested in hearing about something similar to the level of abstraction available through Java / OpenGL, but this time with DirectX.
You can download the old DirectX SDK from here which will give you C# wrappers for Direct3D.
However... if you did want to give XNA a shot, this is probably one of the best tutorials out there to get started with (and by started I mean enough to implement your own game, but it will take a lot of work).
http://www.riemers.net/
You can get the current version of the XNA SDK here
As a DirectX c# wrapper, there's also http://sharpdx.org/
Couple of Pros/Cons between Xna/SlimDX
Xna is simple to learn, and you will already have some built in functions to load models, draw text, some built in render state presets, Math classes/structures. On the other hand it's feature set is fairly limited compared to new graphics card capabilities. You will have something up and running quite fast, but on the other hand, you might end up a bit limited for advanced features (tessellation/compute/append buffers/readonly depth to name a few). You will still have quite some work to do of course.
SlimDX/SharpDX are fairly minimal (they mostly wrap around DirectX functions), so If you want to use DirectX11 (if you want to use 9 go for xna :) , you will have a bit of work to do in order to have something running in the first place, but you will have full DX power and complete flexibility over how you want to organize your engine. You will need to have your own model importer, font renderer (DirectWrite), state manager. Most common math part is already there (Matrix/Vectors) so you won't have to worry about this part.
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Closed 10 years ago.
I used to work with the Hammer editor of Valve for my Portal 2 mod, however if I just want to draw a basic concept or sketch for chambers while brainstorming, the editor has just too much features so I can not focus on what I really need and have to mess around with specific things I don't need. Therefore I am thinking about the development of a simple tool (in C# based on WPF/XAML) which is optimized for basic level geometry, only consisting of cubes/voxels, and a few gameplay entities. For the moment I am doing some research to approximate whether this is a good idea or whether this would be wasted time.
So far my requirements would be:
tiled view with a 3d window and different 2d perspectives known from different 3d editing tools (the 2d views could be made optional to simplify the usability)
camera movement in the 3d window
basic item handling including selection, movement and rotation
Although I have specific details about the file formats I don't want to mess with that in the early stages where I just want to get the editor working. Anything related to (de)serialization is not part of this question.
My questions:
Are there any similiar projects I might have a look into or even reuse?
Which resources (tutorials, books, articles, ...) would you recommend for the development of such an editor?
What you just described could be done perfectly using an existing 3D modeller tool, such as Blender. Using Blender specifically for this use case, you could setup a Workspace with exactly the views you wish, and you can completely hide all the unwanted options/windows such as texturing/animation/lighting.
You could also set up a template project to give a basic startup project so you could jump instantly into just sketching and throwing geometry around.
Plus it's free, and has excellent export support for many standard types.
I do understand it may sound appealing to write your own editor (been there, done that), and it would definitely be an interesting learning experience, if you just want a tool NOW, I'd recommend using Blender and not reinvent the wheel.
Blender 3D