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  1. Rigid Body Physics in SXE

    by , 04-19-2010 at 03:55 AM
    For physics simulation PhysX by NVIDIA has been integrated to Spin-X Engine and will be available in the next public release. The engine also features a streamlined physics asset pipeline and tools to further adjust physics assets in the Spin-X Editor.

    Collision objects for static meshes are defined in your favourite 3D modelling application. Each static mesh can be composed of multiple collision object and each object is named so that it has "CVOL" string (short for "collision ...
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  2. Optimized EPOS bounding spheres

    by , 03-28-2010 at 11:45 AM
    For calculating tight bounding spheres for objects I was checking out various algorithms and bumped into EPOS algorithm described in paper "Fast and Tight Fitting Bounding Spheres" [pdf] by Thomas Larsson. According to the results in the paper EPOS algorithm seems to be a good alternative regarding performance & accuracy of generating tight bounding spheres, so I decided to implement the algorithm for Spin-X Engine (available in the next public release in function bounding_sphere_epos() ...
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  3. Font Editor, Yay!

    by , 03-20-2010 at 08:08 AM
    There's now a font editor added to Spin-X Editor that will be available in the next public release of Spin-X Engine! It's very easy to add your custom bitmap fonts to your application, by first drawing the glyphs for a font in your favourite graphics editing software such as Photoshop, saving the glyph image for example as PNG and then importing the PNG file to the font editor. The editor extracts glyphs automatically from the image and generates tightly packed font texture and kerning information ...
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  4. My first screenie

    by , 02-12-2010 at 04:20 PM
    Here's the first (and early) screenshot of the indie game I'm working on, rendered in Spin-X Editor. The gameplay still remains a mystery, but it should become more clear in the upcoming shots (:



    [hi-res screenshot]
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  5. Going Crazy...

    by , 02-09-2010 at 05:23 AM
    ... with Crazybump - in a positive way Have been doing some texture/material work and Crazybump seems to produce very nice results often even if you start normal map generation from a plain color texture. NVIDIA normal map plugin for Photoshop doesn't work with 64-bit version and is very limited in the way you can control the normal map generation anyway. I also tried xNormal that works with 64-bit Photoshop, but it has almost no control for tweaking the normal map generation. I usually keep ...
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