Kavarna

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About Kavarna

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    Art
    Programming

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  1. DX11 GPU Raytracing

    They are location in 3d world. I took your advice, it worked. Thank you very very very much!
  2. Hi everybody! I am currently trying to write my own GPU Raytracer. I am using DirectX 11 and Compute Shader. Here is what I've tried so far: RayTracer.hlsl RayTracingHeader.hlsli But the result is not what I expected. For example, the sphere is located at (0,0,10) with radius 1, but this is the result when CamPos is 4.5, which I think is wrong. Also, for some reason, when I rotate the camera, the sphere expands. Anyone could give me some pieces of advice, please?
  3. WoA V - Afterparty/Judging thread

    Here is our Post Mortem #PizzaFestWasHere
  4. Week of Awesome V: Post Mortem

    Almost a week after the end of the contest. Here are my thoughts about the contest. Overall, I think it was a very nice week. This is first time when I worked with someone (same for SilviuShader), so it has been an unforgettable experience. Also, I made new friends, because I didn't know anybody in team before the contest... Things that went well Even thought this was the first time when me and SilviuShader worked together we got along very easy. The whole programming part went quite well. We didn't have major problems. I liked working with placeholder content (I love those cups :)) ) I am very proud of that Day-Night cycle and the tutorial. Also, I really like the models and the SFX. Things that didn't went so well We had some problems with large models (for some reason DirectX TK wouldn't render them) Day 5 didn't get a comment To sum up, this was a very nice experience.
  5. WOA V - Day 6

    AMD Radeon HD 8500M user here. I can't even start the game. Look here a screenshot, maybe it'll help. If I enable DO_DEBUG.txt file. Nothing is printed there.
  6. Project Castle Day 5 update

    I hope I'll be able to play this game on my PC. The game looks like it's really fun.
  7. Week of Awesome V - Day #5

    Nice! Even though the graphics aren't the best, the game feels amazing! Something that I'd like to see is some kind of Save feature (or auto-save). Anyway, good luck!
  8. Day 2 - too much stuff to do

    I really like the concept. It really looks like there's still much work to do. Good luck! I hope that this will be the game that I'll play during classes with my classmates. :))
  9. Day 1 - Do not use physics engines for platformers

    This game looks awesome. Also, a very nice choice of themes. I can't wait to play this game.
  10. I want to simulate a object on a rope. Here is what I've tried: btScalar SpringLength( 3 ); btScalar PivotOffset( 0 ); btScalar SpringRange( 7 ); PlaneShape = new btBoxShape( btVector3( 1, 1, 1 ) ); btTransform tr; tr.setIdentity( ); tr.setOrigin( btVector3( 0, 0, 0 ) ); tr.getBasis( ).setEulerYPR( 0, 0, 0 ); MotionState = new btDefaultMotionState( ); MotionState->setWorldTransform( tr ); btRigidBody* pBodyA = new btRigidBody( 1, MotionState, PlaneShape ); m_pWorld->addRigidBody( pBodyA ); btTransform frameInA; frameInA = btTransform::getIdentity( ); frameInA.setOrigin( btVector3( 0, 0, 0 ) ); tr.setIdentity( ); tr.setOrigin( btVector3( 0, 60 - SpringLength - PivotOffset, 0 ) ); tr.getBasis( ).setEulerYPR( 0, 0, 0 ); MotionState = new btDefaultMotionState( ); MotionState->setWorldTransform( tr ); BoxShape = new btBoxShape( btVector3( 1, 1, 1 ) ); btRigidBody* pBodyB = new btRigidBody( 0, MotionState, BoxShape ); m_pWorld->addRigidBody( pBodyB ); btTransform frameInB; frameInB = btTransform::getIdentity( ); frameInB.setOrigin( btVector3( PivotOffset, -10, 0 ) ); btGeneric6DofSpringConstraint * pGen6DOFSpring = new btGeneric6DofSpringConstraint( *pBodyA, *pBodyB, frameInA, frameInB, true ); pGen6DOFSpring->setLinearLowerLimit( btVector3( - SpringRange, - 0, - SpringRange ) ); pGen6DOFSpring->setLinearUpperLimit( btVector3( + SpringRange, + 0, + SpringRange ) ); pGen6DOFSpring->setAngularLowerLimit( btVector3( - SpringRange, - SpringRange, - SpringRange ) ); pGen6DOFSpring->setAngularUpperLimit( btVector3( + SpringRange, + SpringRange, + SpringRange ) ); m_pWorld->addConstraint( pGen6DOFSpring, true ); for ( int i = 0; i < 3; ++i ) { pGen6DOFSpring->enableSpring( i, true ); pGen6DOFSpring->setStiffness( i, 1 ); pGen6DOFSpring->setStiffness( i + 3, 1 ); pGen6DOFSpring->setDamping( i, btScalar( 0.99 ) ); pGen6DOFSpring->setDamping( i + 3, btScalar( 0.99 ) ); pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( (1.0E-5) ), i ); pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( ( 1.0E-5 ) ), i + 3 ); pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i ); pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i+3 ); } pGen6DOFSpring->setEquilibriumPoint( ); The object moves like it's on a rope, but it doesn't rotate at all. I am an absolute beginner with bullet physics