This system has been readapted for the kernel of Hyperion to obtain a set of classes, which permits to create very quickly Hyperion components. This new framework has been called Hyperion Pattern.
This framework has been designed for environments with support dynamic libraries.
Moreover I am open-minded to many aspects of engineering subjects, especially analytical mathematics and mechanical engineering. So to test in a large scale the new developed framework, I decided to create the first components specialized in the physical simulation in real-time.
The long-term prevision is to set a coherent and dense library of specialized components in the same way as Direct X, which is specialized in the multimedia field .
Physical simulation in real-time has great applications in a various industrial field like the medicine, mechanical controls, etc. But one of the most important applications is the video game industry. So the components have been designed to be adapted very easily in the last physics engines.
I decided to be concentrated on elements that haven't been studied in the game industry. That's why I made my choice on the deformation of rigid bodies i.e. steel or concrete structures. The deformation of rigid body could occur in many occasions during a game. For example, a car crashed into a wall, or the player fires a rocket in a structure.
The main specifications have imposed the following conditions for the simulation:
To prove the capabilities of the Ephydryne components and the viability of the chosen solutions, two client applications have been developed:
Go the web site of the project to download the documentation related to these two applications.
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