Graphics Reference
In-Depth Information
8
Incorporating Physics
and Simulations
In this chapter, we will cover the following topics:
F Using a physics engine
F Simulating ocean waves
F Rendering particles
Introduction
In this chapter, we will look at implementing physics and simulations into our scene rendering.
We will first look at a CPU-based physics engine, and then we will explore the power of the
GPU to simulate waves and render millions of particles.
Using a physics engine
In this recipe, we will extend our existing mesh renderer to support the simulation of physics
within a scene. We will continue to use the built-in Visual Studio graphics content pipeline,
and rely on a simple mesh naming convention to designate static and dynamic objects
within our scene.
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