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During my Dare to be Digital project one of the tasks I worked on was developing the 2D physics in the game. The system used in Pollen is fairly basic and very inefficient, and after the project was complete I was convinced I could create something better. This project was the result.


When I started the project, the idea was to investigate into how an efficient 2D physics system could be created using XNA. This quickly changed to simply investingating into how such a system could be implimented and efficiency took the back burner. I made some fairly good progres with the project(as can be seen in the screenshots above) however when the fourth year of university began I realised that this really interested me so i decided doing a similar thing for my Honors Project except on the iPhone. Since then this project has been on hold and will undoubtedly never get completed, however I figured enough progress was made for it to be recorded with some nice screenshots.


The application was developed using C# and XNA Game Studio with a simple framework(the basis for my Direct3D framework) which has entity/model management, terrain generation, and a per pixel point light shader. The collision detection system uses Seperating Axis theorem to calculate the collisions between primatives(only Rectangle – Rectangle was implimented, the floor plane is simply emulated checking that the y position is above 0 and doesnt take into account rotation – hence why they do not sit on the floor quite right in the screenshots) and the response is calculated with both linear and rotational components.