Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 09 Oct 2011
Offline Last Active Apr 26 2015 12:12 AM

Topics I've Started

Attempting to learn about car turning

09 November 2012 - 01:06 AM

I am attempting to learn how to deal with car turning, but I am failing to find a resource that takes it from the beginning to end. I am not looking to have a 100% simulated version, but something that "looks right". I went through the search here and found the thread http://www.gamedev.net/topic/484191-physics-of-a-turning-car/ where Hodgman linked a resource of http://www.gamedev.net/reference/programming/features/2dcarphys/ but it appears that is no longer available.

Are there any available resources that teach how do implement a car turning from start to finish?

How should my texture sampler be for rendering a bitmap font/sprite?

10 June 2012 - 03:49 PM

I have a texture and was curious as to what the texture sampler should be for sampling the sprite texture? I am using DirectX11, though if you know what it should be for DX9/10, I believe it is transferable.

I tried
ComparisonFunc = D3D11_COMPARISON_NEVER
MaxAnisotropy = 1;
MinLOD = 0;
MipLODBias = 0;

Although when rendering, there appeared to be artifacts and it did not seem as clear as it should be.

Calculating and applying friction

06 December 2011 - 12:36 AM

I have been researching how to apply friction and there is a part I am stuck on, which is how to apply that friction to the velocityy (if in fact I am calculating the friction force correctly that is).

When I have a ball on a surface, with a normal of (0, 1, 0), with a present velocity of (2, 0, 0) then I will calculate my friction force as (0, -0.3, 0). However, what I don't understand is how to properly apply that to my velocity. If I simply, subtract it then my velocity will be (2, -0.3, 0), however, shouldn't the friction be cause the x component to be more less?

Here is my current code, if anyone could please take a look at I would greatly appreciate it. There are some optimizations to be made, I am aware of that.

	mTotalForces = D3DXVECTOR3(0.0f, 0.0f, 0.0f);

	D3DXVECTOR3 vSurfaceNormalized;
	D3DXVec3Normalize(&vSurfaceNormalized, &vSurfaceNormal);
	D3DXVECTOR3 vFrictionForce(0.0f, 0.0f, 0.0f);

	D3DXVECTOR3 forceAndVelocity = mTotalForces + m_vVelocity;
	float fVelocityMagnitude = sqrt((forceAndVelocity.x * forceAndVelocity.x) + (forceAndVelocity.y * forceAndVelocity.y) + forceAndVelocity.z * (forceAndVelocity.z));
	float fFrictionForceMagnitude = 0.0f;
	float fFrictionForce = 0.0f;

	if(fVelocityMagnitude == 0.0f)
    	fFrictionForce = m_fStaticFrictionCoefficient;

    	D3DXVECTOR3 vStaticFriction = -m_fStaticFrictionCoefficient * vSurfaceNormalized;
    	vFrictionForce = vStaticFriction;
	else if(fVelocityMagnitude > 0.0f)
    	fFrictionForce = m_fKineticFrictionCoefficient;

    	D3DXVECTOR3 vKineticFriction = -m_fKineticFrictionCoefficient * vSurfaceNormalized;
    	vFrictionForce = vKineticFriction;

    	float fFrictionForceMagnitude = abs(fFrictionForce * D3DXVec3Dot(&vSurfaceNormalized, &forceAndVelocity));

    	if(fFrictionForceMagnitude > fVelocityMagnitude)
        	fFrictionForceMagnitude = 0.0f;
        	m_vVelocity = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
        	m_vVelocity -= vFrictionForce;

I make the total force zero at the start of this friction function because if there is friction, then the previous force (gravity) should not influence the velocity later. (... right?)

Calculating and applying forces

04 December 2011 - 10:34 PM

I am working on the way forces are used in my physics engine and was hoping possible someone could comment if this was general idea (it seems to be from what I gathered from other physics engine/docs)

Apply Gravity to total forces

Calculate Collisions (using total force + velocity for detecting collision)
- If there is a friction, add the friction force to total force
- If there is resting, subtract out the gravity from total force

Calculate acceleration as “acceleration = total force/mass”
Calculate velocity as “velocity += acceleration * dt
Calculate new position as “new position = current position + velocity”

Set total forces to zero, set acceleration to zero.

Edit: corrected my acceleration formula

[DX11] Rendering to multiple windows

28 November 2011 - 12:25 AM

With DirectX11, how would it be possible to rendered to two different windows while using the same device? I see how it would be possibly in DX9 in various places, but not in DX11.