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Meta Build Systems

This is a story about my search for a hassle-free cross-platform open source (meta-/meta-meta-) build system. For our open source Bullet physics engine, I’ve been distributing the source code in a way...

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Sharing code

Making it easier to share efficient cross-platform code with others keeps me busy. I continue sharing a few thoughts about build systems, software licenses and code re-usability. Premake Last time I...

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Contact generation between 3D convex meshes

A large part of a rigid body dynamics engine is collision detection, in particular finding the contact points between objects. In games, non-moving world geometry is often represented by concave...

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OpenCL interop tutorial: update the world transform of instanced meshes on...

  Previously I blogged here about convex collision detection using the separating axis test and Sutherland Hodgeman clipping. In a few upcoming blog postings I want to discuss how to perform the...

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Writing Android Apps using Visual Studio

Google has made it unnecessarily complicated to write Android apps under Windows for C++ developers who are used to Visual Studio. Hopefully this posting makes it easier. This article is about setting...

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Destruction

I recently organized a SIGGRAPH course on destruction and dynamics for game and film production and I want to give a quick overview of the topic. Actually it is a quick copy and paste of some of my...

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Native Client for Dummies

Today’s Chrome web browser update means you can develop, sell, download and play 3D games written in C++ right from the Chrome Web Store, without plug-in. This is a quick walk-through on how to develop...

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