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Member Since 02 Sep 2011
Offline Last Active Feb 06 2013 11:36 AM

Topics I've Started

Soft body physics

03 February 2013 - 01:25 PM

I am interested in learning about (and possibly implementing) soft body physics. Are there books or articles available that give a detailed overview of the simulation process with academical rigor that you can recommend me? (I may be interested in specialising in this field, so please no books/articles with 'eased'/'fuzzy' math etc)

Also, what would the mathematical prerequisites be? Is a college-level introductory analysis/calculus and LA course sufficient?

Is it important to have a rigid body simulation engine running before you attempt soft body physics, or are they largely independent?

What can software rasterizers be used for today?

28 November 2012 - 07:38 AM

I decided to code my own software renderer, because I think it would make for a great learning experience.
And although it will probably stop there for me, I'd like to know if there is still use for software rasterizers today, and what they can be used for?
Can they be used for anything besides systems that lack a GPU? And what are the most important target devices today that lack a GPU?

DirectX: What are the (dis)advantages of multi-stream multi-index rendering?

20 November 2012 - 10:25 AM

What are the advantages and disadvantages of multi-stream multi-index rendering? (as is done in a d3d10 sample)
Is it often used in graphics engines? When should I bother to implement it?

Managing constant buffers without FX interface in Direct3D10

20 November 2012 - 04:58 AM

I am aware that there is a sample on working without FX in the samplebrowser, and I already checked that one. However, some questions arise:

In the sample:

D3DXMATRIXA16 mWorldViewProj;
mWorld = g_World;
mView = g_View;
mProj = g_Projection;
mWorldViewProj = mWorld * mView * mProj;
g_pConstantBuffer10->Map( D3D10_MAP_WRITE_DISCARD, NULL, ( void** )&pConstData );
pConstData->mWorldViewProj = mWorldViewProj;
pConstData->fTime = fBoundedTime;

They are copying their D3DXMATRIX'es to D3DXMATRIXA16. Checked on msdn, these new matrices are 16 byte aligned and optimised for intel pentium 4. So as my first question:

1) Is it necessary to copy matrices to D3DXMATRIXA16 before sending them to the constant buffer? And if no, why don't we just use D3DXMATRIXA16 all the time?

I have another question about managing multiple constant buffers within one shader.
Suppose that, within your shader, you have multiple constant buffers that need to be updated at different times:

cbuffer cbNeverChanges
	matrix View;
cbuffer cbChangeOnResize
	matrix Projection;
cbuffer cbChangesEveryFrame
	matrix World;
	float4 vMeshColor;

Then how would I set these buffers all at different times?
g_pd3dDevice->VSSetConstantBuffers( 0, 1, &g_pConstantBuffer10 );
gives me the possibility to set multiple buffers, but that is within one call.

2) Is that okay even if my constant buffers are updated at different times? And do I suppose I have to make sure the constantbuffers are in the same position in the array as the order they appear in the shader?

What side skills are essential / noteable plusses for becoming a game physics programmer?

15 November 2012 - 05:36 AM

I'm currently studying mathematics, eventually planning to do mathematical computer science, and planning to make my own game physics engine, as well as writing a game with it for my portfolio.

But I'd like to talk about side skills here.

How much should I know about graphics programming, and to what extent should I know DirectX/OpenGL?
What about networking?
What about other side-skills?

I would like to hear from people that actually have a job related to game physics, for the validity of the answers.

As on OT-question: Is there any site dedicated to game physics programming? I always find myself having a hard time finding help or existing solutions on the internet related to game physics (beyond the basics such as the 100+ articles on SAT)