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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About Tom123

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  1. Hello, guys. I'm using Physx to create a square cloth.   If the cloth is big enough, for example 8cm*7cm, then it falls down at the plane successfully. If the cloth is not big enough, for example 2cm*3cm then while it fall down to the plane, it immediate bounces up and even much higher than it original start point. This problem only appeared with GPU acceleration. If I turn the GPU acceleration flag off, then the problem gone.   Could anyone tell how can I fix the problem? It is fixable(cause not by Physx SDK but just my setting of the scene wrong) or not?
  2. I want to create a leaf and simulate leaf motion by Physx 3.2.2. I try to use ConvexMesh to create a leaf firstly, but the number of vertex is more than 256, so I try to use PxCloth to create leaf. I want to make leaf is stiff, but it is too soft and is crumpled when I move leaf. If I want to create a stiff leaf, What can I do?
  3. I implement an example kind of like this video " http://www.youtube.com/watch?v=I9SY-aJQS0U" using Physx 3.2.2. If I want to make the ball stay on the net, what should I do. I use PxCloth to implement net and use PxClothCollisionSphere to implement the ball.
  4. I am getting familiar with Physxx3.2.2 SDK. I want to implement a example which uses ConvexMesh/TriangleMesh to create a actor then according to some collision detection to make actor to do some deformation.    I think maybe I can use some function in  PxSimulationEventCallBack to help me achieve those effect! Does anyone have some simple example about how to use PxTriggerPairFlag function or some information can help me ?
  5.  thank you!!   I add  " actor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC,true); " to change the triangle dynamic actor to  kinematic actor, I use boxgeometry create a set of cubes and those are the dynamic actors. Then use them to hit kinematic actor--triangle mesh cube. The kinematic actor cube can  intercept dynamic actor cubes, it seems that the collision detection happened, but now a new problem appeared, the kinematic actor cube can not fall down, it just hang on the air even though I have set the kinematic target and linear velocity. So what's the problem here?
  6. here is code that create the plane:   //1) Create ground plane     PxReal d = 0.0f;   PxTransform pose = PxTransform(PxVec3(0.0f, 0.0f, 0.0f),PxQuat(PxHalfPi, PxVec3(0.0f, 0.0f, 1.0f)));   PxRigidStatic* plane = gPhysicsSDK->createRigidStatic(pose); if (!plane) cerr<<"create plane failed!"<<endl; PxShape* shape = plane->createShape(PxPlaneGeometry(), *mMaterial);   if (!shape) cerr<<"create shape failed!"<<endl; gScene->addActor(*plane);     I want to be familiar with PxTriangleMeshGeometry function so I use it to create a cube
  7. hi guys. I'm a newbie and learning physx 3.2.2. Now i meet a problem that I use PxTriangleMesh function to create a simple cube. We have also used PxSphereGeometry function and created a sphere. We create also a plane. The sphere can successfully drops down, touch the plane and stop, but the cube which created by triangle mesh directly fall down and over the plane. There may be something wrong with the collision detection part but I don't know why and how.    Here is the code that create the cube with triangle mesh:   // create triangle mesh   PxTransform transform(PxVec3(0.0f, 15.0f, 0.0f), PxQuat::createIdentity()); PxRigidDynamic *actor = gPhysicsSDK->createRigidDynamic(transform); //actor->setRigidDynamicFlag(PxRigidDynamicFlag::eKINEMATIC,true); if (!actor) cerr<<"create actor failed!"<<endl;   PxTriangleMeshDesc meshDesc; PxVec3 data[8]={ PxVec3(-1.0,-1.0,-1.0), PxVec3(1.0,-1.0,-1.0), PxVec3(-1.0,1.0,-1.0), PxVec3(1.0,1.0,-1.0), PxVec3(-1.0,-1.0,1.0), PxVec3(1.0,-1.0,1.0), PxVec3(-1.0,1.0,1.0), PxVec3(1.0,1.0,1.0) };   PxU32 indices[12*3] = { 1,2,3,                 0,2,1,             5,7,6,             4,5,6,             5,4,1,             1,4,0,             1,3,5,             3,7,5,             3,2,7,             2,6,7,             2,0,6,             4,6,0 };   meshDesc.points.count = 8; meshDesc.points.stride = sizeof(PxVec3); meshDesc.points.data = data; meshDesc.triangles.count = 12; meshDesc.triangles.stride = 3 * sizeof(PxU32); meshDesc.triangles.data = indices; meshDesc.flags = PxMeshFlags(0);   PxToolkit::MemoryOutputStream writeBuffer; PxCookingParams cookingP; cookingP.suppressTriangleMeshRemapTable = true; cookingP.buildTriangleAdjacencies = true; cooking->setParams(cookingP);   bool status = cooking->cookTriangleMesh(meshDesc, writeBuffer);   if(!status) cerr<<"fail cooking";   PxToolkit::MemoryInputData readBuffer(writeBuffer.getData(), writeBuffer.getSize()); PxTriangleMesh* triangleMesh =  gPhysicsSDK->createTriangleMesh(readBuffer); PxTriangleMeshGeometry geom(triangleMesh);   PxShape *aTriMeshShape = actor->createShape(geom, *mMaterial,PxTransform(PxVec3(0.0f, 0.0f, 0.0f), PxQuat::createIdentity())); actor->setAngularDamping(0.0); actor->setLinearVelocity(PxVec3(0,-1.0,0));  actor->setLinearVelocity(PxVec3(0,-1.0f,0), true); actor->userData = (void*) 1; actor->setRigidDynamicFlag(PxRigidDynamicFlag::eUSE_KINEMATIC_TARGET_FOR_SCENE_QUERIES,true); actor->setActorFlag(PxActorFlag::eVISUALIZATION,true);   gScene->addActor(*actor);