| NewGamePhysics.Physics.AdvancedEntropyCollector | Extracts entropy from an array of floating point values of physical processes (measurements or simulations fed by physical processes). Uses a recursive partition scheme and the AMLS unbiaser to extract random bits from the values. The submissions of the values will yield usable entropy if: if the value changes sufficiently much between submissions the submissions are independent from the value generation either the value source or the submission trigger is based on a real physical random process (i.e. uncorrelated user trigger) |
| NewGamePhysics.Physics.AirDensity | Provides definitions and calculations for air density. Sources: http://en.wikipedia.org/wiki/Air_density http://wahiduddin.net/calc/density_altitude.htm |
| NewGamePhysics.Utilities.Autorange | Class to assist in autoranging chart axes or value displays |
| AvatarChooser.AvatarChooser | This is the main type for your game |
| NewGamePhysics.Devices.AwareGeigerCounter | Class to interface the AWARE electronics RM-60, RM-70 and RM-80 serial geiger counters |
| NewGamePhysics.Mathematics.Bicubic | Bicubic value interpolator. Reference: http://mrl.nyu.edu/~perlin/java/Bicubic.html |
| NewGamePhysics.Utilities.BitCount | Counts the bits in integer values |
| NewGamePhysics.Mathematics.BitUnbiaser | Class to facilitate unbiasing bitstreams represented by strings containing 0 and 1 characters |
| NewGamePhysics.GraphicalElements.BloomOverlay | |
| NewGamePhysics.Physics.ButterworthFilter | Implementation of a numerical biquad (tweaked) Butterworth filter |
| NewGamePhysics.Physics.CelestialBody | Class representing a celestial body |
| NewGamePhysics.Physics.CircularObjectAcceleration | |
| NewGamePhysics.PhysicalElements.CircularObjectSimulation | Represents a moving circular object in 2D space under gravity influence |
| NewGamePhysics.Mathematics.CubicSpline | N-dimensional cubic spline interpolator |
| NewGamePhysics.Utilities.DirectInputButtons | The buttons on a PC Gamepad |
| NewGamePhysics.Utilities.DirectInputDPad | |
| NewGamePhysics.Utilities.DirectInputThumbSticks | A struct offering the current positions of as many as 3 thumbsticks on a PC gamepad or joystick |
| NewGamePhysics.Utilities.DirectXAudio | An audio streaming player using DirectSound |
| NewGamePhysics.Utilities.DirectXInput | |
| NewGamePhysics.GraphicalElements.DotPlotter | A collection of 2D points which are plotted |
| NewGamePhysics.PhysicalElements.DoublePendulumSimulationBase | Base class for a double pendulum simulation |
| NewGamePhysics.GraphicalElements.DoubleRegularPendulum | Animated and drawable double pendulum |
| NewGamePhysics.Physics.DoubleRegularPendulumAcceleration | An object defining the acceleration of a 2D double pendulum consisting of two masses connected by a massless rod under influence of gravity. Reference: myphysicslab.com/dbl_pendulum.html |
| NewGamePhysics.PhysicalElements.DoubleRegularPendulumSimulation | Simulation of a regular double pendulum |
| NewGamePhysics.GraphicalElements.DoubleSquarePendulum | Animated and drawable double square pendulum |
| NewGamePhysics.Physics.DoubleSquarePendulumAcceleration | An object defining the acceleration of a 2D double pendulum consisting of two square masses connected at corner under the influence of gravity |
| NewGamePhysics.PhysicalElements.DoubleSquarePendulumSimulation | Animated and drawable double square pendulum |
| NewGamePhysics.Physics.DragCoefficient | Class describing various measured drag coefficients of objects for laminar (slow) flow. Source: wikipedia |
| NewGamePhysics.Mathematics.EdgeDetector | Represents an edge detector |
| NewGamePhysics.GraphicalElements.EnergyIndicator | A energy indicator color bar for a floating point value in the range 0 - 100 (i.e. percentage). Includes optional one character label |
| NewGamePhysics.Utilities.EnumConvert | Generic converter for Enum types |
| NewGamePhysics.Mathematics.EquirectangularProjection | Calculate the equirectangular projection (also called the equidistant cylindrical projection, geographic projection, plate carrÊe or carte parallelogrammatique projection or CPP between lat,lon (degrees) to/from x,y ([0,1]). Reference: http://en.wikipedia.org/wiki/Plate_carr%C3%A9e_projection |
| NewGamePhysics.Utilities.Gamepads | |
| PendulumGame.GamePlayer | Represents a player of the pendulum game |
| NewGamePhysics.StateManager.GameScreen | A screen is a single layer that has update and draw logic, and which can be combined with other layers to build up a complex menu system. For instance the main menu, the options menu, the "are you sure you
want to quit" message box, and the main game itself are all implemented as screens |
| NewGamePhysics.Mathematics.Gamma | Special functions: Gamma functions |
| GeigerRandom.GeigerRandom | Sample program that collects random bits from an Aware geiger counter using the a device helper class, unbiases them and then and stores the data in data.txt (ASCII) and data.dat (binary) for statistical analysis |
| NewGamePhysics.GraphicalElements.GraphicalElementBase | Base class for a graphical element in a screen managed by the screen manager |
| NewGamePhysics.Physics.GravityCalculator | Class to represent gravity |
| GravityChooser.GravityChooser | This is the main type of the game |
| GravityChooser.GravityChooserBackgroundScreen | Background screen for gravity chooser |
| GravityChooser.GravityChooserGameplayScreen | This screen implements the actual game logic for the gravity chooser |
| GravityChooser.GravityChooserHelpScreen | This screen implements the game help |
| GravityChooser.GravityChooserLoadingScreen | The loading screen to coordinates transitions |
| GravityChooser.GravityChooserMainMenuScreen | The main menu screen is the first thing displayed when the game starts up |
| GravityChooser.GravityChooserMessageBoxScreen | A popup message box screen, used to display "are you sure?" confirmation messages |
| GravityChooser.GravityChooserOptionsMenuScreen | The options for the gravity chooser |
| GravityChooser.GravityChooserPauseMenuScreen | The pause menu comes up over the top of the game, giving the player options to resume or quit |
| GravityChooser.GravityChooserState | The global state of the gravity chooser game manipulated by the player |
| NewGamePhysics.Physics.GravityEarthGfcGrid | Grid interpolator of earths gravity based on data from the International Center for Global Earth Models (ICGEM). Reference: http://icgem.gfz-potsdam.de/ICGEM/ICGEM.html |
| NewGamePhysics.Physics.GravityEarthGfcModel | Model of earth's gravity g based on higher order GCF model parameters |
| NewGamePhysics.Physics.GravityEarthGrsModel | Geodetic Reference System 1980 (GRS 1980). model of earth's gravity g. Reference: Hofmann-Wellenhof, B., Moritz, H. (2006), Physical Geodesy (2nd ed.), Springer-Verlag Wien |
| NewGamePhysics.Physics.GravityEarthWgsModel | World Geodetic System 1984 (WGS 1984) model of earth's gravity g. Reference: Hofmann-Wellenhof, B., Moritz, H. (2006), Physical Geodesy (2nd ed.), Springer-Verlag Wien |
| NewGamePhysics.Physics.GravityFieldCoefficient | Gravity Field Coefficient (GFC) used to represent a gravity models. Reference: http://icgem.gfz-potsdam.de/ICGEM/ICGEM.html |
| NewGamePhysics.Physics.GravityMarsMroModel | Model of earth's gravity g based on Mars Reonnaissance Orbiter (MRO) measurements and a higher-order gravity anomaly expansion model represented by a gridded map. Loader only supports GGMRO files |
| NewGamePhysics.Physics.GravityMarsNormalModel | Model of earth's gravity g based on an elliptical shape |
| NewGamePhysics.GraphicalElements.GravitySelector | Represents a 3D animated gravity selector for XNA |
| NewGamePhysics.GraphicalElements.GumowskiMiraFractal | Renders Gumowski-Mira Fractals into a Texture. Reference: http://www.scipress.org/journals/forma/pdf/1502/15020121.pdf |
| NewGamePhysics.Utilities.HighResolutionTimer | Class which provides access to the high-resolution system timer via Interop calls into the Win32 API |
| NewGamePhysics.Utilities.IAudioPlayer | Audio player interface |
| InfoBrowser.InfoBrowserForm | |
| NewGamePhysics.Networking.InfoLink | Class encapsulating an info link, a labeled URL |
| NewGamePhysics.Networking.InfoLinkNetBase | Base class for an InfoLink UDP connection |
| NewGamePhysics.Networking.InfoLinkReceiver | Class representing an InfoLink UDP Receiver |
| NewGamePhysics.Networking.InfoLinkSerializer | Helper class to serialize/deserialize an InfoLink object |
| NewGamePhysics.Networking.InfoLinkTransmitter | Class to broadcast InfoLink objects via UDP to an InfoLinkReceiver |
| NewGamePhysics.GraphicalElements.InfoMessages | Display (fy line-by-line fade) a collection of info messages |
| NewGamePhysics.StateManager.InputState | Helper for reading input from keyboard and gamepad. This class tracks both the current and previous state of both input devices, and implements query methods for high level input actions such as "move up through the menu" or "pause the game" |
| NewGamePhysics.Mathematics.ISecondDerivative | Defines the interface giving the vector of second derivatives Based on code from Vit Buchta, June 2007 |
| NewGamePhysics.GraphicalElements.LaplaceOverlay | |
| NewGamePhysics.StateManager.MenuEntry | Helper class represents a single entry in a MenuScreen. By default this just draws the entry text string, but it can be customized to display menu entries in different ways. This also provides an event that will be raised when the menu entry is selected |
| NewGamePhysics.StateManager.MenuScreen | Base class for screens that contain a menu of options. The user can move up and down to select an entry, or cancel to back out of the screen |
| NewGamePhysics.Mathematics.MercatorProjection | Calculate the elliptical mercator projection lat,lon (degrees) to/from x,y ([0,1]). Reference: http://wiki.openstreetmap.org/index.php/Mercator |
| MontyHallGame.MontyHallBackgroundScreen | The background screen sits behind all the other menu screens. It draws a background image that remains fixed in place regardless of whatever transitions the screens on top of it may be doing |
| MontyHallGame.MontyHallGame | This is the main type for your game |
| MontyHallGame.MontyHallGameOverScreen | Shows the GameOver screen |
| MontyHallGame.MontyHallGameplayScreen | This screen implements the actual game logic. It is just a placeholder to get the idea across: you'll probably want to put some more interesting gameplay in here! |
| MontyHallGame.MontyHallGameState | The global state of the monty hall game manipulated by the player |
| MontyHallGame.MontyHallHelpScreen | This screen implements the game help |
| MontyHallGame.MontyHallLoadingScreen | The loading screen coordinates transitions between the menu system and the game itself |
| MontyHallGame.MontyHallMainMenuScreen | The main menu screen is the first thing displayed when the game starts up |
| MontyHallGame.MontyHallMessageBoxScreen | A popup message box screen, used to display "are you sure?" confirmation messages |
| MontyHallGame.MontyHallOptionsMenuScreen | The options for the Monty Hall Game |
| MontyHallGame.MontyHallPauseMenuScreen | The pause menu comes up over the top of the game, giving the player options to resume or quit |
| NewGamePhysics.Utilities.NativeAudioInterface | Implements an interface for native audio playback |
| NewGamePhysics.Mathematics.NystromIntegrator | Nyström modification of fourth-order Runge-Kutta method of a solution of a set of ordinary second order differential equations for dynamics simulations. Works with the second derivative and must consider the first derivative as input. Based on code from Vit Buchta, June 2007 |
| PendulumGame.PendulumBackgroundScreen | The background screen sits behind all the other menu screens. It draws a background image that remains fixed in place regardless of whatever transitions the screens on top of it may be doing |
| PendulumGame.PendulumGame | This is the main type for your game |
| PendulumGame.PendulumGameOverScreen | Shows the GameOver screen |
| PendulumGame.PendulumGameplayScreen | This screen implements the actual game logic |
| PendulumGame.PendulumGameState | The global state of the pendulum game manipulated by the players |
| PendulumGame.PendulumGravityChooserScreen | This screen implements gravity chooser for the Pendulum Game |
| PendulumGame.PendulumHelpScreen | This screen implements the game help |
| PendulumGame.PendulumLoadingScreen | The loading screen coordinates transitions between the menu system and the game itself. The loading screen will be the only thing displayed while this load is taking place |
| PendulumGame.PendulumMainMenuScreen | The main menu screen is the first thing displayed when the game starts up |
| PendulumGame.PendulumMessageBoxScreen | A popup message box screen, used to display "are you sure?" confirmation messages |
| PendulumGame.PendulumOptionsMenuScreen | The options for the gravity chooser |
| PendulumGame.PendulumPauseMenuScreen | The pause menu comes up over the top of the game, giving the player options to resume or quit |
| PendulumGame.PendulumVideoScreen | Plays a video file |
| NewGamePhysics.PhysicalElements.PhysicalRandomNumberGenerator | A random number generator using a physical entropy source (if available). Falls transparently back on PRNG on errors |
| NewGamePhysics.StateManager.PlayerIndexEventArgs | Custom event argument which includes the index of the player who triggered the event. Used by the MenuEntry.Selected event |
| NewGamePhysics.Networking.PlayTrulyRandom | Interface to the playtrulyrandom.com webservices |
| NewGamePhysics.Utilities.PrimitiveBatch | Class to handle efficient rendering of lines, points, and triangles to the screen |
| InfoTransmitter.Properties.Resources | A strongly-typed resource class, for looking up localized strings, etc |
| InfoBrowser.Properties.Resources | A strongly-typed resource class, for looking up localized strings, etc |
| NewGamePhysics.GraphicalElements.RotationalActionIndicator | Rotational action indicator to show frictional forces on an axle or hinge |
| NewGamePhysics.Physics.RotationalFrictionModel | Model that simulates friction on a hinge (i.e. rotational friction) by reducing the angular velocity during the integration step |
| NewGamePhysics.Utilities.SampleBuffer | Object which represents a data buffer of audio samples |
| NewGamePhysics.Utilities.Scanf | C# sscanf simulator. Original idea from Scanner.cs by Geoffrey Slinker |
| NewGamePhysics.StateManager.ScreenManager | The screen manager is a component which manages one or more GameScreen instances. It maintains a stack of screens, calls their Update and Draw methods at the appropriate times, and automatically routes input to the topmost active screen |
| NewGamePhysics.Utilities.Screenshot | Svaes the screen as an image |
| NewGamePhysics.GraphicalElements.ScrollingText | Implements a left-to-right scrolling text scroller which displays as band across the whole width of the screen |
| NewGamePhysics.Utilities.SerializableUri | Implements a replacement for System.Uri which can be serialized |
| InfoBrowser.Properties.Settings | |
| InfoTransmitter.Properties.Settings | |
| NewGamePhysics.GraphicalElements.ShootingGallery | Represents a collection of moving circular object in 2D space under gravity influence which can be release (shot down) |
| NewGamePhysics.GraphicalElements.ShootingGalleryTarget | Encapsulates a shooting gallery target which can move on a horizontal conveyor or fall under the influence of gravity |
| NewGamePhysics.Physics.SimpleEntropyCollector | Collects entropy from submitted floating point values of physical processes (measurements or simulations fed by physical processes). Uses the bitcount of the difference of submitted floating point values and a von Neumann unbiaser. The submissions of the values will yield usable entropy if: if the value changes sufficiently much between submissions the submissions are independent from the value generation either the value source or the submission trigger is based on a real physical random process (i.e. uncorrelated user trigger) |
| NewGamePhysics.GraphicalElements.TexturedSphere | |
| NewGamePhysics.Utilities.TextureHelpers | Creates single color textures for drawing rectangles |
| InfoTransmitter.TransmitterForm | UI for the InfoLink transmitter tool |
| Tests.UnitTestAutorange | Summary description for UnitTestAutorange |
| Tests.UnitTestBicubic | Summary description for UnitTestBicubic |
| Tests.UnitTestButterworthFilter | Summary description for UnitTestButterworthFilter |
| Tests.UnitTestDirectXAudio | Summary description for UnitTestHighResolutionTimer |
| Tests.UnitTestDoubleRegularPendulum | Summary description for UnitTestDoubleRegularPendulum |
| Tests.UnitTestFactorial | Summary description for UnitTestFactorial |
| Tests.UnitTestFrictionModel | Summary description for UnitTestFrictionModel |
| Tests.UnitTestGamma | Summary description for UnitTestGamma |
| Tests.UnitTestGravityEarth | Summary description for UnitTestGamma |
| Tests.UnitTestHighResolutionTimer | Summary description for UnitTestHighResolutionTimer |
| Tests.UnitTestIntersection | Unit tests for NewGamePhysics.Utilities.IntersectionTest class |
| Tests.UnitTestLegendre | Summary description for UnitTestLegendre |
| Tests.UnitTestPlayTrulyRandom | Summary description for UnitTestHighResolutionTimer |
| Tests.UnitTestScanf | Summary description for UnitTestScanf |
| Tests.UnitTestSpline | Unit tests for CubicSpline class |
| Tests.UnitTestUnbiaser | Summary description for UnitTestUnbiaser |
| NewGamePhysics.GraphicalElements.ValueIndicator | A value indicator box for a floating point value. Displays a formatted value, optionally a bar graph in a minimum/maximum range, and optionally a color change of the bar graph for low/high setting |
| NewGamePhysics.Mathematics.ValueUnbiaser | Creates unbiased bit-streams from uncorrelated values |
| NewGamePhysics.Utilities.VectorFormatConverter | Utility functions which convert between VectorN (double) and XNAs Vector2/Vector3(float) formats |
| NewGamePhysics.Mathematics.VectorN | The VectorN class stores "a point in n-dimensional space" - a sequence of real numbers - and defines operators for them. Based on public code from Vit Buchta, June 2007 |
| NewGamePhysics.Utilities.WaveFormat | Wave format definition for unmanaged interop |
| NewGamePhysics.Utilities.NativeAudioInterface.WaveHeader | Wave header structure for native interop |
| NewGamePhysics.Utilities.WaveOutPlayer | Plays audio via the waveOut device |