duskndreamz

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About duskndreamz

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  1. I am trying to compile the samples in Nvidia Physx 3.3 on my system.  The system is currently using an Saphire ATI 7850 graphics card.    On compiling in Visual studio 2008, the samples solution gives the error- "The program can't start because nvcuda.dll is missing from your computer. Try reinstalling the program to fix this problem."   Please suggest on the way forward.    Can Physx 3.3 run with ATI graphics cards. 
  2. I have tried to do a comprehensive study of the loading times used by my resources:-   - Original Total loading time was 168 secs   Step 1: - All meshes have been converted to binary compressed - Default X File loaders are being used for loading   - New Total Loading time is 112 sec    Now out of 112 secs - Meshes are taking 22 seconds [ Total 238 meshes with total size 138 MB] - Textures are taking 90 seconds [ Total 900 textures with total size 1056 MB]   - 820 MB [509 files] of the above textures are in DDS format , texture size is power of 2, and is DXT5 - 242 MB [392 files] of the above textures are in PNG format , where texture size is not power of 2 and is random   Also, in the above 820 MB files, I am using 6 Cube Textures in DDS format with total size 20MB, and these 6 cube textures are taking about 13 seconds to load.   I am trying out some more experiments with the data and will update soon. 
  3.   In addition to the suggestions Ashaman73 provides, I suggest you also look at the format of the data you're loading. Just as a guess, are you storing/loading your models in X file format? If so, loading X files (in either binary or text format, but particularly text format) may be your biggest bottleneck. If you're loading X files, or you're using a third party library (such as Assimp) or your own internal conversion code to load data, convert the model files in a separate app into binary data that will load directly into vertex or index buffers. Converting data during loading that is not already in a format that your game assets use can be very time consuming.   For textures, avoid formats such as jpeg that require decompression. Convert textures to DDS format, particularly if you use mipmaps, cubemaps, etc. Review how you use textures in your program, and, if possible, combine multiple textures into a single file.   EDIT: Before you doing any drastic revision of your program, I suggest you first determine why it takes so long to load data. I.e., before you "fix" a problem, be sure you know what the problem is. I understand that 1 MB sounds like a lot of data, but if you can load a 250k texture in milliseconds, but a 250k model file takes seconds, you may want to change the emphasis of your revision effort.     I am currently loading about 1100 odd files which include about 300 models and 800 texture files.  About 95% of my textures are DDS and all the Models are X Files.   The loading is being done by our own importer.  We are currently exporting from 3D Max into X Files using panda exporter. The X files exported are currently in Text format.     My immediate plan of action :-   1. Understand the loading time division - how much for models & how much for textures 2. For models try exporting in binary compressed X Files (sample tried today reduced the size from 10 MB to 2 MB) 3. Try and merge all models into a single file and load only one or two zipped files at the time of loading.    Will review the textures post the model loading time reduction attempts. 
  4. Hi,    I have a Directx 9 + Physx based car racing game.    It is currently taking a lot of time to load (nearly 3 minutes) on a Core i3-3220 @3.3 Ghz, 4 GB Ram and 2 GB ATI 7850 graphics card with SSD. with about 290 MB of meshes and 430 MB of textures.    I am currently loading all the resources, meshes & textures before the main menu appears. and have a single thread loading everything.    Please help on how to reduce the loading time. My aim is to achieve the same in under 1 minute if possible.       
  5. Friends,  I am working on a project for Car simulator project.  The Car Simulator software is currently based on Directx9.0c.    My requirement is to update the software and built it up from scratch.The reason for the up gradation is that features like Tyre skid mark, smoke, headlight glare have not been implemented by us in Directx 9.0c   My request to all of you is to guide me whether to upgrade to Directx11 and write the complete rendering engine afresh, or use UNITY as the base to develop the game engine.    Please give me some directions on which option to take.       
  6. Directx 9 - Water rendering on road

    [quote name='GeniusPooh' timestamp='1355963678' post='5012652'] hmm reflaction and blurr and distortion required.. mostly reflaction earn by render cars flip down by road surface. and you can blur( or low resolution ) and distortion by shader distortion can earn by sin, cos function or some texture map's offset. It's not hard to do and realistic scene need very detail gesture. how about wave about raindrop at road I sujest that kind of gesture or water wave by tires It can acheive by dynamic texture of distortion . if you need deeper opinion I will descripe it more [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] Thank you for your response. Requesting you for more description of the same.
  7. Directx 9 - Water rendering on road

    Image Link http://picturepush.com/public/11722119
  8. Directx 9 - Water rendering on road

    The kind of effect I am targetting is shown in this image. [img]http://picturepush.com/public/11722119][IMG]http://www1.picturepush.com/photo/a/11722119/220/11722119.jpg[/img]
  9. Directx 9 - Water rendering on road

    I am actually trying to render a scene where i can render the road as wet, to enable it to show as if it had just rained. any pointers for that?
  10. Hi, I am attempting to render realistic water on road surface. for a car simulation game. I am using Directx 9 , and have written the engine ground up. Requesting the forum members to suggest good and cost effective rendering techniques for the same. Regards,
  11. Hi, I am trying to render Fog in my car game, but I am unable to get a good version going for Night mode. [source lang="cpp"]GetDirectXDevice()->SetRenderState(D3DRS_FOGENABLE,true); GetDirectXDevice()->SetRenderState(D3DRS_RANGEFOGENABLE,true); if( m_iTimeOfDay > 2000 || m_iTimeOfDay < 400 ) // Render Black Fog GetDirectXDevice()->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_XRGB(0,0,0)); else GetDirectXDevice()->SetRenderState(D3DRS_FOGCOLOR,D3DCOLOR_XRGB(255,255,255)); GetDirectXDevice()->SetRenderState(D3DRS_FOGVERTEXMODE,D3DFOG_LINEAR); //GetDirectXDevice()->SetRenderState(D3DRS_FOGDENSITY, *(DWORD *)(&newFogLevel)); GetDirectXDevice()->SetRenderState(D3DRS_FOGSTART,*(DWORD*)(&fFogStart)); GetDirectXDevice()->SetRenderState(D3DRS_FOGEND,*(DWORD*)(&fFogEnd));[/source] Please suggest me some solution. I am currently not getting any fog when I switch on Night Mode.
  12. Hi, I am trying to implement an Ultra Low Cost approximate shadow effect for a car game. I am planning to attach a small rectangular plane at the bottom of the car, with partial transparency. Can you please suggest which of the two options is better to implement. a. On the base rectangular plane, applying a PNG texture with 50% transparency b. On the rectangular plane applying a jpeg texture but while exporting from 3d Studio Max, setting the plane's opacity at 50%.
  13. Headlight Glare for Cars in Racing Game

    [quote name='Hodgman' timestamp='1327013210' post='4904389'] On this car chase game ([url="http://vimeo.com/20199387"]click for trailer[/url]) we used some really simple techniques like MJP mentions. To use a frame from the video as an example: [img]http://farm8.staticflickr.com/7161/6727824559_8f5ec1836c_b.jpg[/img] [A] are MJP's "cards". We called this same technique "coronas" or "billboard sprites", it's been a common technique in games since forever. Every frame, I found the location in front of each headlight and drew a rectangle there using additive blending, textured with a glow effect. To get occlusion working, I drew them with depth-testing disabled (so they would overlap the scene), but hid the whole sprite if the centre was hidden. To implement this hiding/occlusion feature, when drawing the 'sprite' on the CPU, I projected their positions into screen space (by using the projection matrix) and passed this position in as a shader variable. Inside the shader, every pixel sampled the depth-buffer at this same location, and compared the sampled depth against the projected depth. If the sampled depth was closer, then every pixel output black colour instead of the texture colour. [C] is just a regular bloom shader, which blurs the white headlight geometry a small amount. [B] is the bloom results applied a second time, but using ([font=courier new,courier,monospace]1-texCoords[/font]) instead, which flips them over the screen to make a fake lens flare. [/quote] Thank you so much for the guidance. The directions seems perfect to begin work. Is it possible if you could guide me to some free samples on the net for reference on the same. That would help me fully understand the concept. Thanks
  14. I am trying to implement headlight glare for cars in a racing game.I have implemented the headlight using Directx shaders spotlight. The headlight is working fine on the road etc and is not a problem. The problem is I am required to design a headlight glare for oncoming traffic. Any suggestions on what direction should I take, as in any frame I have upto 4-5 such cars. Please guide me to the right path. Thanks Amber
  15. Hi, I am looking to share my car game with Other people in my college. I am currently using .X file as meshes and Textures in the bmp format. But I would like to encrypt the data, so that it cannot be copied. Can anyone please suggest that if i encrypt these files, then how do i load them as i am using standard Directx API's. My data content is approx 300Mb. Thanks in advance for your suggestion.