CG:SKEELOGY
CG:SKEELOGY
CATEGORIES
   REELS
       + demo reels (2)
   PROJECTS
       + games (4)
       + VFX & animations (4)
   PROGRAMMING
       + simulations (8)
       + computer vision (4)
       + rigging & deformation (4)
       + computer graphics (3)
       + artificial intelligence (2)
       + game technologies (2)
   CG
       + rigs (7)
       + models (7)
       + effects & simulations (3)
   TUTORIALS
       + physics simulation (1)
   ME
       + honours & awards (8)
       + events (7)
       + updates (3)
FEATURED PROJECTS
Soft Body Tutorial: Program soft bodies in XNA!
Cloud Guardian: Shape the Orb to fix clouds!
Muskeelar: Muscle system for games
LATEST UPDATES
  + Now On Twitter   + CG:Skeelogy v1.1: The Web 2.0 Version   + Best Physics Knowledge Base Entry In Intel Havok Physics Contest!   + Community Voting Prize In Intel Havok Physics Contest   + Working at Double Negative in London
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TAG :: XNA
SECTION MENU
     + First Prize In The Ziggyware Fall 2008 XNA Article Contest!
     + Introduction to Soft Body Physics in XNA
     + Pseudo Chain Simulation
     + Pseudo Slinky Simulation
     + Real-Time Cloth Simulation
     + Stable Fluid Running On Zune
     + Game Physics Demo Reel
     + Cloud Guardian
     + Soft Body Using Goal And Surface Springs
     + Run-Time Mesh Subdivision
     + Multi Object Type Collision
     + Fats Simulation
     + Smoothed Particle Hydrodynamics 2
     + Pressurized Soft Body with Local Deformation
FIRST PRIZE IN THE ZIGGYWARE FALL 2008 XNA ARTICLE CONTEST!
My soft body physics tutorial won the first prize in the Ziggyware Fall 2008 XNA Article Contest
DATE
TYPE
EFFORT
Dec 2008
Award
-
INTRODUCTION TO SOFT BODY PHYSICS IN XNA
Introductory tutorial on how to program soft bodies using XNA
DATE
TYPE
EFFORT
Nov 2008
Physics Tutorial
Solo
PSEUDO CHAIN SIMULATION
Created a fake chain simulation using a soft body simulator
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Solo
PSEUDO SLINKY SIMULATION
Created a fake slinky simulation by mapping an alpha texture onto a cylindrical soft body
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Solo
REAL-TIME CLOTH SIMULATION
Created a simple cloth simulation using a series of springs and length constraints
DATE
TYPE
EFFORT
Nov 2008
Soft Body Physics
Solo
STABLE FLUID RUNNING ON ZUNE
Implemented Jos Stam's stable fluid using XNA 3.0 so that it runs on the Zune MP3 player!
DATE
TYPE
EFFORT
Oct 2008
Fluid Simulation
Solo
GAME PHYSICS DEMO REEL
Showcases the implementations done for character physics, fluid physics and soft body physics
DATE
TYPE
EFFORT
May 2008
Demo Reel
Solo
CLOUD GUARDIAN
Fix the damaged clouds by shaping Astro Orb to fit the cloud holes as best as possible
DATE
TYPE
EFFORT
Apr 2008
3D Casual Game
Group
SOFT BODY USING GOAL AND SURFACE SPRINGS
Implemented soft body Physics using a series of goal springs and surface springs to achieve nice jiggling effects
DATE
TYPE
EFFORT
Apr 2008
Soft Body Physics
Solo
RUN-TIME MESH SUBDIVISION
Subdivision algorithm is used in a game to fit a high-res mesh to a low-res mesh to save calculations
DATE
TYPE
EFFORT
Apr 2008
Mesh Manipulation
Solo
MULTI OBJECT TYPE COLLISION
Created a system where different types of objects (e.g. cloth, skin, fats, fluid) can interact with one another seamlessly
DATE
TYPE
EFFORT
Mar 2008
R&D on Real-Time Collision
Supervised
FATS SIMULATION
Created fats jiggles for a game character using a series of simulation techniques
DATE
TYPE
EFFORT
Mar 2008
Fats Simulation
Solo
SMOOTHED PARTICLE HYDRODYNAMICS 2
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control
DATE
TYPE
EFFORT
Mar 2008
R&D on Fluid Simulation
Supervised
PRESSURIZED SOFT BODY WITH LOCAL DEFORMATION
Implemented a Pressurized Soft Body model based on "Pressure Model of Soft Body Simulation" by Matyka et al, 2003. Added abiility to have local deformation by manipulating surface springs.
DATE
TYPE
EFFORT
Feb 2008
Soft Body Physics
Solo
 
CG:SKEELOGY
ABOUT ME
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.
I am currently working at Double Negative Visual Effects in London.
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Copyright © 2003-2010.
All works are original ones by Skeel, unless otherwise stated.