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About flutey

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  1. what is the difference between a global function which is static, and another which isnt for example inline static DoSomething() { } and inline DoSomething() { } ???
  2. flutey

    camera problems

    i am working in a hybrid OpenGL/DirectX 3D engine and i was starting to make a car game in which i want the camera to be always fixed on the player car my camera class has the 3 vectors loc,at,at which are used to update the graphics transfomation for both ogl or DirectX layers the camera At point, is getting update on a per famr basis according to the location of the car, and the loc, is just computed from it, by going backward in a certain direction, and the at vector is alwways 0,1,0 the problem is, some jumping occurs occasionaly, as if the car desont get rendred in the middle of the screen in some frames... the more the car goes faster, and far from the origin, the flickering problem is bigger i think this is happening due to floating pont error..but i am not sure i am sure many people faced this problem before...why it happens, and how to solve it?
  3. flutey


    working with HLSL is there a way to get the transformation matrices (world,view,projection) etc inside the shader, without setting it using the constants table in the code using GLSL, i used to do that, is it possible in HLSL?
  4. flutey

    reading vertex shader output

    Thanks ALOT ET3D...now i got the idea... i am so excited about this idea..and about the possibilities of moving many computations to the gpu...and comparing the performance...ummm thanks
  5. flutey

    The future of physics programming

    MrRowl : i am not comparing between ODE and OpenGL, i know for sure they work on a diffrent level..but..if we think back in the days before DirectX and OpenGL appeared, howa were games made under dos? each game house had its own engine (like Doom, wolf3d..etc..) under Dos, there was no 3d acceleration..and only simle 2D operations, so the entier rendere was software , internally using the 2D operations... as time evolved... the 3d operations (transfomations and exuring) became mature, and were standradized..and later appeared hardware to accelerate that..while if u think about it..its just an algorithm too... that after a while became also programmable to overwrtite the default transformation and lighting pipelne.. using vertex and pixel shaders.... so..the whole proccess of physics ( mainly for now rigid body simulation, but later flids and more complex physics operations) would become mature.. and complely done in hardware... even for collision detection...just the hardware performs by default using a default behaviour, which is standardized, and also may be possible that it become programmable..just like shaders just like vertex shaders replace the default transfomation pipeline.. something maybe called (collisio shader) may be possible..allowing you to write ur custom collision detection and handling code) ... and i u dont write it, a default behaviour (algorithm is in the hardware doing it for you.. same goes for the rigid bodies the physics engine over all is iterating over all bodies to make a certain oeration, and the internal collision system just iterating on the geometries and computing something Seeing this DirectPhysics Job posted in microsoft...i really expect this to be what will happen what first seems to be complex, and not-low level..with time becomes low level...whis is exactly what happened and resulted in 3D hardware...and thinking in the same way..physics and collision detection algorithms would reach the same destination...they are high level now..but later they will become low level..making it accessible and usable by more n more programmers and of course..masked
  6. flutey

    reading vertex shader output

    i would like to see some code for achieving that
  7. is there a way to read the output of a vertex shader? i am using HLSL using Direct9 and i want to be able to read the x,y,z values of a vertex after applying the custom transformation i am making inside the shader i thought at first i could use the contants and the constnats table to do that, but the constants are CONSTANTS..and there is no way to get their values back in the c++ code, alhtough it is possible to change them inside the shader itself.. is there anyway to do that... if i could do that..i can move many computations which doesnt necessarily involve rendering to the GPU.... perhaps maybe collision detection or something.. by using a special pass which actually wont render anything any ideas?
  8. After working and comparing various physics engines, like ipion, novodex, ode, tokamak, newton and knowing about the PhysX PPU, and that havoc using the GPU for physics..i am pretyy almost sure that this is very similar to how 3D hardware evolved.. all the 3d rendering pipeline was prevoulsy done in software... then various hardware started to appear..like Glide..opengl..directx..and by time.. the 3d accelartaion is merged into the classic 2d adapter.. this is what i expect to happen.... i already heard about micrisoft working in something called DirectPhysics i expect it to be something like that LPDIRECTPHYSICSWORLD pWorld=DirectPhysicsCreate(); LPDIRECTPHYSICSSHAPE pShape=pWorld->CreateSphere(radius); LPDIRECTPHYSICSBODY pBody=pWorld->CreateRigidBody(...); etc... so..all the physics becomes in maybe... dphysics.dll... which would work internally using hardware , or using software if not available when this happens, physics SDKs would be obselete..or maybe one single rival will remain..just as OpenGL and when this happens, more cards will be having physics capabilities, and all the physics and collision handling becomes part of the video adapter driver, which would be good news for developers , there will be no need to buy an expensive havok or physx license just as software rendering becamse useless to implement by game developers.. thats what i expect that would happen for physics..in 3-4 years what do you people think about that?
  9. Quote:Original post by smurfkiller I have tested about same setup with Ageia SDK (software processing) and it performes about 10times better. to which SDK does it refer?
  10. flutey

    computing contacts using GJK

    thanks, ullet is really powerful... injecting it with my physics integrator is a bit triky now.. but am going in.. if u have experience with bullet.. where can i set collision backs?
  11. flutey

    computing contacts using GJK

    was that this hard..?
  12. i have been working lately on my GJK implementation i managed to make it running , and it works flawlessly in detecting the collision (boolean) between any 2 arbitrary convex shapes now, as am working in a contact routine inside a rigid body simulator, i need to compute the contacs, i need to know how many contacts,their positions, their penetration depths and the normal to the plane of collision.. i know that when the GJK algorithm converge, i get a tetrahedron enclosing the origin composed of vertices of the minkowski's difference (CSO of the 2 moeshes, i was trying to think of a way to use this tetrahedron, can anybody hint mme about this?
  13. i just wanna be confirmed that the texture coordiante generation (automatic) which was previously in DX8 and previous version is now completly non-existent, so i am forced to use vertex shaders to make them?? if they are still available, somebody could tell me how?
  14. i am working in my hybrid D3D9/OpenGL engine and i was thinking of a way i can, when resizing the window, remake the front and back buffers of direct3d, without having to remake all textures and vertex and index buffers? this is done normally in OpenGL , so.. is there any way to do that in Direct3D?
  15. i am trying to make work on my engine to make it hybrid OGl and DirectX so..i am trying to abstract vertex buffer over both APIs i made a class called cMeshCompiler, which is a base class for cDXMeshCompiler and cGLMeshCompiler i made a pure virtual function called DestroyVertexBuffer which takes a void pointer, catsts it internally into LPDIRECT3DVERTEXBUFFER9 and releases it.. here is the function..i was still testing void ReleaseVBuffer(void* pBuffer) { LPDIRECT3DVERTEXBUFFER9 pVBuffer=(LPDIRECT3DVERTEXBUFFER9)pBuffer; pVBuffer->Release(); } this is very simple any..when i make this a virtual function... as i wanna do inside the engine.. it crashes, and its working normally while it isnt a virtual function any hints?
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