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-Tau-

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About -Tau-

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  1. Thanks for the tip, i just noticed meshDesc.triangles.count = _indices.size(); it's triangle count, not index count.
  2. Hello i just started with PhysX, so far most things worked fine but now i'm trying to create PxTriangleMeshGeometry and my program crashes like 70% of the time. I followed the example from manual, basicly here's my code: // i'm using _mm_malloc 16 because i tough this may be the problem // but it didn't help PxVec3 *pVert = (PxVec3*)_mm_malloc(sizeof(PxVec3)*(v_verticles.size()), 16); PxU32 *pIndex = (PxU32*)_mm_malloc(sizeof(PxU32)*(_indices.size()), 16); for (UINT i = 0; i < v_verticles.size(); i++) pVert[i] = PxVec3(v_verticles[i].x, v_verticles[i].y, v_verticles[i].z); for (UINT i = 0; i < _indices.size(); i++) pIndex[i] = _indices[i]; PxTriangleMeshDesc meshDesc; meshDesc.points.count = v_verticles.size(); meshDesc.points.stride = sizeof(PxVec3); meshDesc.points.data = pVert; meshDesc.triangles.count = _indices.size(); meshDesc.triangles.stride = 3 * sizeof(PxU32); meshDesc.triangles.data = pIndex; // application crashes here on validateTriangleMesh // also when the application doesn't crash, it always returns invalid if (!in_gameMap->m_pxCooking->validateTriangleMesh(meshDesc)) debugMsg("invalid"); else debugMsg("valid"); PxDefaultMemoryOutputStream writeBuffer; if (in_gameMap->m_pxCooking->cookTriangleMesh(meshDesc, writeBuffer)) { PxDefaultMemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize()); m_pxTriMesh = in_gameMap->m_pxPhysics->createTriangleMesh(readBuffer); PxShapeFlags shapeFlags = PxShapeFlag::eSCENE_QUERY_SHAPE | PxShapeFlag::eSIMULATION_SHAPE; PxTriangleMeshGeometry cmg(m_pxTriMesh); m_pxShape = in_gameMap->m_pxPhysics->createShape(cmg, *m_pxMaterial, 1, shapeFlags); } When i simply remove validateTriangleMesh, application crashes later on cookTriangleMesh. Also I'm using PxConvexMesh for cylinders, app doesn't crash on this but validateConvexMesh also returns false. PxVec3 *pVert = (PxVec3*)_mm_malloc(sizeof(PxVec3)*32, 16); for (int i = 0; i < 16; i++) { pVert[i * 2] = PxVec3(sin(i*XM_2PI / 16.0f)*in_halfExtents->x, in_halfExtents->y, cos(i*XM_2PI / 16.0f)*in_halfExtents->z); pVert[i * 2 + 1] = PxVec3(sin(i*XM_2PI / 16.0f)*in_halfExtents->x, -in_halfExtents->y, cos(i*XM_2PI / 16.0f)*in_halfExtents->z); } PxConvexMeshDesc convexDesc; convexDesc.points.count = 32; convexDesc.points.stride = sizeof(PxVec3); convexDesc.points.data = pVert; convexDesc.flags = PxConvexFlag::eCOMPUTE_CONVEX; if (!in_pxCooking->validateConvexMesh(convexDesc)) debugMsg("invalid validateConvexMesh"); PxDefaultMemoryOutputStream buf; if (!in_pxCooking->cookConvexMesh(convexDesc, buf)) { _mm_free(pVert); return 0; } Why dos my application crash and why is validateConvexMesh returning false?
  3. Hello, story first: Recently i felt like playing the game brick breaker. I realized that making my own version of the game would be quite simple, and after i make it, i could even sell it on Steam for like 1-2€. But then i though, aren't games like this copyrighted? So here's my question: Are old games like snake, tetris, solitaire, brick breaker copyrighted? I don't mean reselling an existing game, i mean if i make the whole game from scratch, is the idea of the game copyrighted? I know this may be a stupid question but i saw copyrights on various things so i ask just in case.
  4. Never mind, solved it by switching from broadphase filter to narrowphase filter. Basically the exact same code but I'm using mDispatcher::setNearCallback
  5. Hello, I'm trying to use needBroadphaseCollision to filter collision between moveable objects and player. It works pretty well but there is one problem. The idea is simple: If an object is still or does not move faster that a threshold, ignore collision with players physical body. In this case I use my own code to update player. If the speed of this object breaks that threshold, convert player to rag-doll and let Bullet do the update. I'm using my own custom character controller as i couldn't use Bullets. My player is a ragdoll with btRigidBody bodyparts where linear and angular factors are set to 0 and these limbs are updated based on model animation as long as the player has control over their character. As soon as collision with a fast moving object happens, player loses control over their character, linear an angular factors are set to 1 and i let Bullet handle the ragdoll physics. It works well for most objects but i have an object that uses btCompoundShape for its body. When this object is still, (it didn't move for a while) it works. However when this object starts to move and doesn't break the speed threshold, it gets affected by players physical body (player starts to push this object around). I added some debug variables and it seems that even when needBroadphaseCollision returns false, there are still contact points generated between player and this object. What am i missing?
  6. Update: Game finally went through Steams review process and is now posted as coming soon. The game will be available on Steam on 1. November 2017. http://store.steampowered.com/app/692170/Virtual_Robots__Robot_programming_simulator/?beta=0
  7. Hello, I'm close to releasing my first game to Steam however, my game keeps failing the review process because it keeps crashing. The problem is that the game doesn't crash on my computer, on my laptop, on our family computer, on fathers laptop and i also gave 3 beta keys to people i know and they said the game hasn't crashed. Steam reports that the game doesn't crash on startup but few frames after a level has been started. What could cause something like this? I have no way of debugging this as the game works fine on every computer i have. Game is written in C++, using DirectX 11 and DXUT framework.
  8. Update: Added Actor. You can now be part of the world and give your robots commands. How to use actor commands is shown in in-game Tutorials and also in the following video: Also quad-copters were added to observe your robots.
  9. Hello, Virtual Robots is a robot programming simulator, currently submitted to Steam Greenlight. The objective of this game is to write code for your robots. Yes, WRITE. Ironically, this game does not have a code editor. The best code editor you can get for Virtual Robots is probably Notepad++. After you write code, you can assign it to your robots and watch them to do, what you told them to do. Robots can carry boxes, use guns and swords, navigate through a maze and open doors with sensors. Virtual Robots use Pyrois scripting language for its code: http://www.pyroisscript.com/ If you like this game, please vote for it on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=877343086
  10.   Hello, at some point of game programming process i realized that simple NPCs that can attack player or run away won't be enough. I needed a better way to tell a NPC what it is supposed to do. I know there are many scripting languages that are able to do this, but i'm a noob and i couldn't implement them. So i decided to make my own scripting language. One with a C like syntax, that would be easy to implement and easy to use. Pyrois Scripting Language is designed mainly for NPC scripting in computer games but can be used in any application that requires custom command execution. Pyrois is writen in C++ and released under GNU General Public License (GPLv3) as C++ library. Pyrois Scripting Language has syntax similar to C programming language and supports arrays and structures. Pyrois is approximately 20-300 times slower than C++ (this depends on type of code you write with Pyrois). You can download Pyrois SDK from official website: http://www.pyroisscript.com/
  11. Hello After some time i finally decided to release my HeightMap editor. I decided to release it as freeware with optional donations.   Zemnik is a HeightMap Editor for small to medium-size HeightMaps. Maximum tested safe working size was 12000x12000 (depends on RAM size). Zemnik comes with many build in functions for manual HeightMap editing. Zemnik supports per-vertex and per-pixel texturing with maximum of 255 different textures. Maximum tested per-pixel texture size was 7000x7000 (depends on RAM size). Zemnik also allws you to place markers with text, position and orientation on your map. With the ability to place 3D models it could be used as map editor for games. Last, but not least, Zemnik can load already created HeightMaps, and use them as models.   Zemnik uses DirectX 11 for rendering so it's for Windows only although maps and other files created with Zemnik are usable in any other application. After downloading Zemnik you can find c++ header and source on how to load and use Zemnik  HeightMap files. It also contains HLSL example of how Zemnik HeightMaps are rendered with DirectX.   official website: http://www.zemnikeditor.com   This is the very first project i officially released so i'm sure i made some beginner mistakes. If you find any bugs or something that should be different please post it here.   I made a short video on how make a simple map with Zemnik:
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