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Character Animation with Direct3D® by Carl Granberg

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Physics Simulation

Remember that the long-term goal is to create a ragdoll animation and have a character fall/collide with objects in a realistic way. There’s still a long way to go before realizing this, although a lot of things have now been covered. You know how to represent the environment (or at least how to create a simplified version of it). Now it is time to start looking at the interaction bit.

I guess a quick recap is in order. So far you have learned the theory of rigid bodies, how forces affect an object, the basics of quaternions, and how to describe the environment using Oriented Bounding Boxes. You will now finally get to put these lessons into practice. Now it is time to look at how to implement a few physical properties of a ...

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