Normal mapping is a technique which allows game developers to put in high resolution details on a low poly model. This technique has been around for a while. There are various other algorithms like parallax mapping, bump mapping etc, which typically do almost the same thing. I found this wiki page very useful http://en.wikipedia.org/wiki/Normal_mapping. I was specifically impressed with the external links section which points to various tools and methods in which normal maps can be created. I tried creating normal maps using blender. It was a very good experience. I think it would be helpful if you are trying to implement shaders for normal mapping.
I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab
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