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StillEngine

StillEngine is a 3D engine and editor written in C# and DirectX 10.1.
It uses SlimDX, PhysX, Bass audio technologies.

Engine Features

  • Physics - Using PhysX 2.8.3
  • PhysX based character controller
  • Audio is handled with Bass
  • Shaders - point and spot light w/ PCF shadow mapping, bump mapping, shadow volumes, reflective/refractive water, HDR lighting
  • OctTree based frustum culling
  • Standard key framed animation and bone based animation
  • Cameras - Arc ball, dolly, free fly with keyboard and mouse, character camera (3rd person) with geometry interaction and an orbit camera
  • 2D - Canvas controls holds groups of controls. Controls include; textbox, slider, label/interactive label, surface for free drawing, buttons and windows
  • Mesh Tools - Draws mesh normals as lines for debug visualisation, load COLLADA (.DAE) and Wavefront object .obj files
  • Partical effects - breakable objects such as crates, breakable glass, smoke
  • Texture Manager
  • Project serialilization
  • Interactive bezier curve editor. Used to path cameras and objects
  • Create Ragdoll animation/physics from exisiting animations
  • UI - XML based UI designer. Using Direct2D and DirectWrite for the UI technologies

Editor

  • Real time editor for manipulating scene elements
  • Textures and materials can be changed at run time to make level design more interactive
  • Project serialization
  • Interactive physics editing and simulation
Various textures and models used are from Half-Life 2, all rights to their respective owners. They are only used for testing perposes.

PhysX.Net

A .Net wrapper for NVIDIA's PhysX 2.8.1 for MDX, XNA 2.0, XNA 3.0 and SlimDX.
PhysX.Net is managed at codeplex.com

Latest version: PhysX.Net 0.11.0.0 (2009-03-28)

Visit forums | Download 0.11.0.0

(MD5: CF3EA8594394E6A302D4C2D64283E1F8)

PhysXforQuest

PhysX plugin for Quest3D
This plugin enables Quest3D developers to create content with sophisticated physics.

That is, the objects in the scene behave with standard physics features such as collision, dynamic motion and jointing.

Quest3D developers will be able to drag and drop the required channels into the Quest3D channel graph to create physics objects, connect them to their 3D renderable objects and then watch as the object interacts with other objects in the scene without the need to develop their own motion control channels.
www.physxforquest.com