Project Description
The 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!!!

Screenshot 1
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Screenshot 2
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The Oops! Framework includes:

3D Physics Component!!
  • Windows and XBOX 360 support!!!
  • Support for plane, sphere, box, heightmap and mesh collision shapes.
  • Support for ray intersection querying against collision shapes.
  • Auto-disable.
  • Static objects.
  • Composite objects.
  • No Collision Response object support.
  • Collision callback support.
  • Multi-threading support. Physics run in a completely different thread!
  • Support for point-to-point and hinge constraints.
  • Support for broad-phase sweep-and-prune, quadtree, octree, grid and simple strategies.
  • Support for collision shapes used as triggers (sensors).
  • 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.
  • Arc Ball camera.
  • Chase camera.
Input Component/Service
  • Nothing amazing here.
Audio Component/Service
  • Used to play sweet demo music included in the testing application.
3D Animation Component
  • GPU accelerated option.
  • Animation events for notification during animation playback.
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.
  • Box stacking.
  • Ray intersection.
  • Composite shapes.
  • Box of balls.

ACKNOWLEDGEMENT
I would like to acknowledge the following people for creating great learning resources for physics:
  • Ian Millington - Game Physics Engine Development.
  • Christer Ericson - Realtime Collision Detection.
  • David Eberly - Game Physics.
  • Russell Smith - ODE physics engine.
  • Danny Chapman - Jiggle physics engine.

Last edited Dec 26, 2009 at 8:32 PM by FretboardOfFury, version 53