Project DescriptionThe Oops! Framework includes many game services and components that extend Microsoft's XNA Framework. The most noteworthy of these components is an easy to use 3D Physics game component/framework that runs on Windows...and XBOX 360!!!
Tutorials (coming soon)
CONVERTED TO XNA 2.0!!!
COMING SOON!!!
- Easier "True Collision" Support (i.e., expose properties to determine when to play sound effects and cause damage, not just "Resting" contacts.
- Finish Heightmap Collision Support.
- Finish Ray Collision Support.
- More Joint/Constraint Types.
- Springs
- Tutorials.
Main Menu Example 1 in Action!!!
Comments, requests and suggestions are welcomed and appreciated. Add a comment, work item or start a discussion!
The Oops! Framework includes:
3D Physics Component!!
- Windows and XBOX 360 support!!!
- Support for plane, sphere, box, wedge, ray and heightmap (soon) collision shapes.
- Auto-disable.
- Static objects.
- Composite objects.
- Collision callback support.
- Multi-threading support.
- Easy to implement in existing projects!
Game State Component/Service
- Manages game screens.
- game screen-specific game component support.
- game screen-specific resources support.
- See an example of it's usage in the testing application.
UI Component/Service
- The beginnings of UI functionality.
Parallel Split Shadow Maps
- The beginnings of a PSSM effect.
Viewport Component/Service (with a few camera types)
- Static camera.
- Free look camera.
- Look at camera.
- Show all camera.
- Circle around camera.
Input Component/ServiceAudio Component/Service
- Used to play sweet demo music included in the testing application.
Content Provider Service
- Used for global (not game screen-specific) resources.
- Share resources between game screens of the Game State Component/Service.
3D Animation Component (if your one of the three XNA developers that use Hash's Animation Master)
- (uses custom model and animation xml file format for import. Animation Master export plugin available on request.)
Generic Quad-tree implementation
- Implement quad-tree space partitioning for any data structure!
- Used in examples of testing application to cutdown collision comparisons in Physics Component.
Math, Vector3, Matrix and Quaternion Extensions
- Operations not included in XNA.
- Combined operations, such as transforming a vector by the transpose of a matrix.
Also included are example applications using the framework:
- Control sphere(s) with the gamepad or keyboard and watch it interact with other collision shapes.
- Fake box stacking.
- Collision with heightmap (soon).
ACKNOWLEDGEMENTI would like to acknowledge Ian Millington and his book Game Physics Engine Development. Many of the book's concepts were used in the creation of the physics component. Go check it out!
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