Jump to content

  • Log In with Google      Sign In   
  • Create Account





[DX11] Please Test My First Demo!

Posted by ZBethel, 21 July 2012 · 2,763 views

DirectX Tank Physics Bullet Physics C++ Game Engine
[DX11] Please Test My First Demo! I put together a simple demo. Pardon the nasty textures and the level made from scaled cubes, it does not represent the final planned look of the game at all. A friend of mine is working on a tank model, but for now the cube and cylinder placeholders are what I've got.

I've been focusing a lot on trying to get the tank movement to work decently well. I went for a constraint-based tank rather than a ray-casting one. This basically means that the wheels are real rigid bodies held in place by a 6DOF spring constraint. The motor is applied directly to those constraints. The nice thing is that this is more physically correct than a ray-cast vehicle. I did try the ray casting vehicle functionality in Bullet, but I wasn't impressed. Unfortunately, this also means it's a pain to fine-tune things to act realistically (or realistically enough, I want to retain some of the arcade feel). Specifically, the tank is moved by the wheels--not by the treads--requiring a much higher level of friction. Because the cylinders are rigid bodies, they don't behave like you would expect from a tire, since they are infinitely rigid. The most you can get in terms of contact is a line. Luckily for me, I'm not going for a tire model with realistic drifting behavior. I think it's working pretty well for the moment--at least on my machine.

At any rate, I'd love to hear what you guys think, and also if it even runs on your machines. I've only tested it on mine at the moment. The engine is DirectX 11 based, but currently I'm using Shader Model 4 with the option to use the DirectX 10 feature level (NOTE: The demo uses a read-only depth stencil view, which requires version 11). The controls are outlined in the readme file.

Let me know if you get any weird dialog messages or glitches.

Thanks!

Attached Files






haha, great fun :) So far it ran well on my machine and seemed to work rather well. Maybe add some more mass for the tank, it "feels" a bit light.
Thanks for the input! I'm hearing differing opinions on the weight aspect. Some people think it's too light and others think it feels too heavy. I think the end product will have multiple classes of tanks with different weight and weapons. I think I prefer the tanks to feel lighter, it makes things more interesting and more arcade-like. I'm glad it ran well.
Couldn't load the program - Failed to create depth stencil view.
Thanks for the heads up
Works OK for me, looks like it will be a fun game!
Thanks! :)
Wish I could try it out -.-! lol
Black-Rook: Which video card do you have?
Geforce GTS 250
Now this was awesome! The physics are good, and a tank jumping is awesomer! If the camera could follow the tank around that'll be cool! Good job!
Great really enjoyed seeing the little spheres move the connected pieces, didnt lag at all, and was actually kind of fun, when flipped over I felt like a helpless turtle good thing you can flip the tank.
You can unflip it by pressing the 'o' button.
win7
gtx580
24gb DDR3 ram

No issues, although it seems like a tech demo the code seems sound ( without looking at it ). Not sure what your end goal is but great job thus far.
It is a (kinda crappy) tech demo at this point, although it will be a game eventually. I basically threw together a little level out of cubes of different scales with a couple ugly textures and normal maps I found online. The underlying code is an actual game engine in development along with the game itself. I'm designing the milestones to add specific features to the game and engine both. For this one, I was mainly shooting for tank physics that will evolve into actual gameplay.

Once again, what you see here is not what the final game will look like. Probably the only thing that will remain the same is the tank physics (the focus of the demo).

I'm glad it worked!
Any reason why I cannot load it?
Black-Rook got dx updated?
I'm using Direct X 11.

My cards spec's:

GPU Engine Specs:
128CUDA Cores
738MHzGraphics Clock (MHz)
1836MHzProcessor Clock (MHz)
47.2Texture Fill Rate (billion/sec)

Memory Specs:
1100MHzMemory Clock
GDDR3Memory Interface
256-bitMemory Interface Width
70.4Memory Bandwidth (GB/sec)
Feature Support:
3.0OpenGL
YesCertified for Windows 7
3D Vision, SLI, PhysX, CUDASupported Technologies
2-way, 3-waySLI Options

Display Support:
YesMulti Monitor
2560x1600Maximum Digital Resolution
2048x1536Maximum VGA Resolution
YesHDCP
YesHDMI
Two Dual Link DVIStandard Display Connectors
SPDIFAudio Input for HDMI
Standard Graphics Card Dimensions:
9 inches (228.6 mm)Length
4.376 inches (111 mm)Height
Dual-slotWidth
Thermal and Power Specs:
105 CMaximum GPU Temperature (in C)
150 WMaximum Graphics Card Power (W)
450 WMinimum System Power Requirement (W)
6-pinSupplementary Power Connectors
No idea as far as I can tell you shouldn't have an issue
http://www.newegg.com/Product/Product.aspx?Item=N82E16814130468

According to newegg your card only supports DirectX10. The reason it's failing is because my code is trying to create a read-only depth stencil view for the deferred renderer. This is only supported in feature level 11. If you're using the DirectX 11 SDK, it must be dropping down to the 10 feature level, which is why it can still be created.

I'll have to add a check at the beginning that catches this.
The tank feels nice to drive, I don't know why but I really like the springy movement of the cannon when it resets.
PARTNERS