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mmurphy

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  1. 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?
  2. Is there any information I am not including that could help describe my issue?
  3. I do. The states I have set, as in in PIX are the following Alpha To Coverage Enable FALSE Independent Blend Enable FALSE Render Target 0 Blend Enable TRUE Blend Source D3D11_BLEND_SRC_ALPHA Blend Destination D3D11_BLEND_INV_SRC_ALPHA Blend Op D3D11_BLEND_OP_ADD Alpha Blend Source D3D11_BLEND_ONE Alpha Blend Dest D3D11_BLEND_ONE Alpha Blend Op D3D11_BLEND_OP_ADD Render Target Write Mask 00001111 Depth Enable FALSE \Depth Function D3D11_COMPARISON_LESS Depth Write Mask D3D11_DEPTH_WRITE_MASK_ALL Stencil Enable FALSE Stencil Read Mask 11111111 Stencil Write Mask 11111111
  4. This is an example of what the artifcats are. The top text with a light blue background you can see artifacts (for example, the A and C). The bottom text with the black background is the origin image. [img]http://i50.tinypic.com/2d003h4.png[/img]
  5. I took a look at my texture in PIX that I render and it is being loaded just fine, is there anything else off hand that might be causing there to be artifacts? (I understand that there may be dozens of minor things probably)
  6. I have been rendering with those exact settings, with no scaling, and getting some artifacts/ not the same quality as my image. Is there a higher quality settings than what I showed before?
  7. 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 AddressU = D3D11_TEXTURE_ADDRESS_WRAP AddressV = D3D11_TEXTURE_ADDRESS_WRAP AddressW = D3D11_TEXTURE_ADDRESS_WRAP ComparisonFunc = D3D11_COMPARISON_NEVER Filter = D3D11_FILTER_MIN_MAG_MIP_POINT MaxAnisotropy = 1; MaxLOD = D3D11_FLOAT32_MAX; MinLOD = 0; MipLODBias = 0; Although when rendering, there appeared to be artifacts and it did not seem as clear as it should be.
  8. [quote name='Tom KQT' timestamp='1323165297' post='4891046'] Take the velocity vector, normalise it, reverse it (friction acts against velocity) and multiply by the friction magnitude => that's the friction force vector. [/quote] So mTotalForces = (-1.0f * vSurfaceNormalized) * fFrictionForceMagnitude; ? Am I calculating my friction for magnitude correctly though? I am doing float fFrictionForceMagnitude = abs(fFrictionForce * D3DXVec3Dot(&vSurfaceNormalized, &forceAndVelocity)); but that will alsways be zero. my surface is (0, 1, 0) and my forceAndVelocity is equal to (2, 0, 0). Velocity is (2, 0, 0) and force (mTotalForces) was previously (0, -9.8, 0) but got zeroed out at the top of the function since gravity should not influence this i thought
  9. 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. [code] 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); } else { m_vVelocity -= vFrictionForce; } } [/code] 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?)
  10. [quote name='RulerOfNothing' timestamp='1323066758' post='4890624'] I think you want acceleration to be calculated using total force/mass, but apart from that everything else looks fine. [/quote] Ah yes, that is what I meant.
  11. EDIT: It appears that some how I ended up with "swapChainDesc.OutputWindow = m_hWnd;". Silly my =\. Thank you both for the help
  12. 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) [color="#000000"][font="Arial"][size="2"]Apply Gravity to total forces[/size][/font][/color] [color="#000000"] [/color] [color="#000000"][font="Arial"][size="2"]Calculate Collisions (using total force + velocity for detecting collision)[/size][/font][/color] [color="#000000"][font="Arial"][size="2"]- If there is a friction, add the friction force to total force[/size][/font][/color] [color="#000000"][font="Arial"][size="2"]- If there is resting, subtract out the gravity from total force[/size][/font][/color] [color="#000000"] [/color] [color="#000000"][font="Arial"][size="2"]Calculate acceleration as “acceleration = total force/mass”[/size][/font][/color] [color="#000000"][font="Arial"][size="2"]Calculate velocity as “velocity += acceleration * dt[/size][/font][/color] [color="#000000"][font="Arial"][size="2"]Calculate new position as “new position = current position + velocity”[/size][/font][/color] [color="#000000"] [/color] [color="#000000"][font="Arial"][size="2"]Set total forces to zero, set acceleration to zero. Edit: corrected my acceleration formula [/size][/font][/color]
  13. [quote name='MJP' timestamp='1323058150' post='4890582'] Are you sure that you used the HWND from the second window when creating the second swap chain? [/quote] That is my thought, but I am without a doubt sure. I also checked to make sure there was nothing wrong with the window handle by at one time testing the second windows hwnd as the hwnd used for creating the device, and it rendered on the second window.
  14. I am still having difficulty with this, I am going to post my steps in order 1) A) Create the Swap chain 1) B) buffer texture from the swap chain 1) C) the ID3D11RenderTargetView from the buffer texture 1) D) the depth stencil texture 1) E) the depth stencil view from the depth stencil texture. 2) Before anything is rendered, set the rendertarget to the device (OMSetRenderTargets) along with the depth stencil view from above 3) Present the swap chain from above Am I missing anything? I looked over your example and I did not see anything I was missing What is happening is for some reason it is rendering to the original HWND, and not the swap chains it seems. I disabled all rendering for the original window, and it is still going to the original window.
  15. [quote name='Jason Z' timestamp='1322555212' post='4888708'] You can take a look at the "ViewFromTheWindow" sample of my engine (linked in my signature) that shows how to do this. Even though it is done in a different framework than yours, it should still show you the general steps. [/quote] I have been looking up swap chains, and from what I see, I create one and then the only other time it is used would be when I present? I took a look at your ViewFromTheWindow sample and that is how it seems there too. Though I have a few questions ... 1) Why do you do a CopySubresourceRegion of the RenderTarget before you render? 2) The window handle is no longer needed to be passed into render11->Present, is it? 3) Is there a particular reason why you get the desc of the swap chain before you present it? 4) What is the SwapChainBuffer texture used for? I ask this because I am trying to figure out why when I go to present I am not getting anything at all to render (not even the back buffer it seems). This is my second swap chain, my main one I created with my device is working just fine.