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Our Projects

TearPhysics

TearPhysics (previous name VNXPhysics) is our physics simulation module. It has many features like: pendulum simulation, springs, collision detection, quad tree space partition, gravity air resistance and more. TearPhysics has function to slow down, speed up and pause physics simulation. All simulations is managed by: object manager, collision manager and callback manager.

Callback manager allows to define your own functions to handle many events. User may define his own behavior for such things as collisions, spring broke or when object left game world.

Collision manager is in charge of defining collision groups and setting witch one collide with others.

Object manager provides functions to add/remove and manipulate on objects that are simulated.

See below for some features and screenshots:

  • point mass and rigid body simulation
  • gravity
  • restitution
  • pendulums
  • springs and breakable spring connections
  • ropes and cloth
  • detect collision on spheres, OBB, AABB, mesh
  • quad tree optimization



Spring Force Unleashed

Spring Force Unleashed is a simple program demonstrating Hooke’s law. It was build as a part of presentation shown on IGK’2010 conference. In application user may add/remove point masses, change theirs parameters and connecting them with springs. Springs also can be parametrized, by changing damping, rest length, break length etc. All of created levels can be saved to load it later. There are also some buttons with special levels predefined for conference.

Application needs Framework .NET 3.5 and XNA Game Studio 3.1. redistributes. It is provided with full source code for any use. But remember, bug happens!

Some screenshots: