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XNA Physics Tests

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Uploaded by on Dec 10, 2007

3 simple physics tests using XNA and C#. No external physics libaries were used, meaning these samples are able to be run at comparable framerates on the 360 (30-60 fps). Physics implementation based on work by oliii (see gamedev.net).

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Science & Technology

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Standard YouTube License

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  • @Craisor1 I went to Physics class once... I LEARNED ABOUT EVERYTHING! One class was dedicated to ordering taco bell properly. Fail.

  • @mychokehold Hahaha, Fail my ass, EVERYTHING is physics.

  • @Craisor1 HAHA FAIL!

  • @mychokehold you are an idiot, everything is 'physics'. Stuff moving to the left - physic, stuff falling - physic, get over your gta4 and your SR1-2, thats a lot of physics in a game, but those he showed are PHYSICS.

  • @mychokehold Okay, no gravity, but working collision, which is hard to implement in xna. I just get sick of people making disparaging comments to people posting their experiments, as if writing a working collision system isn't a major challenge. I think its the snideness I take offense at. You could instead have said "Why don't you try improving the gravity by (at a basic level) incrementing say x while falling, and subtracting it from y." Then the comment sounds far more constructive.

  • @PseudoNocturnal Yeah, the only definition, sorry, The law of physics. Collision isn't physics, nor is "stuff bouncing off of stuff" which is just collision, and I don't see gravity, just a steady Y--; woo.

  • @mychokehold Gravity, collision and stuff bouncing off of stuff... You have another definition of game physics?

  • LOL this isnt physics

  • How did you calculate the torque on the boxes?

  • Cool good job ,I dont know but you could improve it with a better inercy transeference

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