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csisy

Member Since 19 Oct 2009
Offline Last Active May 12 2013 05:47 AM
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Posts I've Made

In Topic: [DX10] Multi-View in one window

07 February 2013 - 09:24 AM

Yap, I have a HWND for each "target". That was what I've done in dx9, and it seems that I have to do it in dx10 :)

Create one or more addittional swap chain and render target (view) and use them. 

 

Thanks!


In Topic: TotalCmd - delete file from a custom pack

26 August 2012 - 09:39 AM

Thanks for your replies :)

In Topic: TotalCmd - delete file from a custom pack

26 August 2012 - 02:17 AM

That doesn't sound good :( The .zip uses the same solution? Because delete a file from a zip file is really fast. :)

In Topic: CSM (based on nvidia's paper) swimming

12 July 2012 - 11:43 PM

I don't change the FOV. :) The only shadow flickering comes on when I move an object (the character with the camera). When I disabled the rounding the result was better for moving objects, but for static objects (of course) the flickering comes back. So for moving objects the rounding is the "bad step".

In Topic: Real Car Physic

10 July 2012 - 11:45 PM

Okay, and generally:
Every object have a CG point, and when I want to apply a force, I have to define a point also where the force "begins". Then I compute the distance between this point and the CG.
- If the distance is zero or the "ray" of the force intersects the CG then the transform is a translation.
- Else, I create a torque from the distance and the force (?) then compute the angular velocity from a formula, and create a rotation transform with CG center
?

It can't be true, because if I turn the front wheels for example right, the rear of the car won't turn left. So could my idea be true for a rigid body and can't I create a general physic object?

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