Review: Collision Geometry In this tutorial we will give a mathematically sound review of the concepts and geometrical objects used in previous tutorials to handle collision detetion.
A Basic Particle System Particle Systems are physics models that model small particles. Long ago those systems have been introduced to game engines and are the foundation of creating a realistic looking environment. They are great to, for example, model explosions, vapor trails and general lights in a game.
Intersection of Line Segments In this tutorial we improve the collision detection "algorithm" of the previous tutorials by restating the problem as a line or segment intersection problem.
Basic Ad Hoc Collision Response In this tutorial the equation of reflection off of any hypersurface, i.e. off a line in 2D and off a plane in 3D, is derived from the known observation that the angle of incidence equals the angle of reflection.
Streaming Music with XAudio2 In this tutorial we will learn how to implement an audio streaming technique using XAudio2 and the Windows Media Foundation's source reader in asynchronous mode.
XAudio2 and Submix Voices In this short tutorial we will learn how to use XAudio2 and submix voices to collect source voices into sets and how to set the volume level of a submix voice.
Programming Patterns: An Event-Queue In this tutorial we will learn how to use an event queue to unify all interactions between game characters, such as the player and NPCs, and application components, such as user input and audio.