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CastorX

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About CastorX

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  1. CastorX

    HDR Blur

    Hi everyone,   I want to add a new HDR highlight blur to my game. The best would be: even a very light but small area of pixels could do a bigger blurred lighter area. I've seen quite good quality highlight blur (in newer games) that covers a larger area of the screen but no blurring artifacts, the edges/transitions are very smooth. Any idea how to do that?
  2. CastorX

    Bullet Physics object combine

    Thanks for the reply. I think I wil try to do that with a hinge and check if it works weel enough.
  3. Hi everyone,   I'm using bullet engine as my physical engine in my game. After solving many problems gathering a lot of information (even from GD.NET) I have another problem. I want to "weld" two rigid bodies. For example My model is a bed. It consists of the wooden frame and the mattress. But I want to handle it as one DYNAMIC object with different properties like friction of wooden parts and the mattress and different collision object for them. The above example might not be the best, but I want to do something like that. Thanks in advance!
  4. CastorX

    Multi material in Bullet

    Hi everyone,   I've seen that "btMultimaterialTriangleMeshShape" can be used as a multimetarial shape for collision detection. Can this be used for non-static objects too? As far as I know it's parent is the BVH mesh shape but that can only be used for static objectes. Any way to do the same for nonstatic objects?
  5. CastorX

    BulletPhysics Question

    Hello everyone, Recently I've started my new small game project. During the desing I've decided to use BulletPhysics as the game's physical engine. But now I'm in a big truoble. I want to do the followings: When two objects collide the specified sound has to be played. This depends on the material applied on the colloding trinagles of the objects. The sound sould be played (so the collision should be reported) only once (when the real collision happens, not on continous contact), depending on the impact speed and angle. Alternatively if the above method is not possible it is also ok just to report if two "kind" of objects collide without reporting the material. Any idea how to do this? I googled my problem and turned out that there are many methods to report object-object collision via callbacks but I can't find any correct sample code on the internet. It looks that the BulletPhysics is relly fast, but there are only a very few good tutorial. At least I was not able to find one I need to do this. If anyone knows how to do that or has a link to a good tutorial please help. Thanks in advance!
  6. CastorX

    BulletPhysics Question

    Hello everyone, I'm writing a small spaceship sim game. I've decided to use BulletPhysics as physics engine and now I have a problem. When the spaceship falls fast against the ground and hits it one part of the ship "merges into" the ground and the whole ship starts shaking. Num subsetps is at 10 but I've tried it with 30 too. I use btCompoundShape with btConvexHullShapes for the ship and btBvhTriangleMeshShape for the "ground". Any ideas? Thanks in advance!
  7. Hi Everyone! I want to render my scene to a texture. Right now I'm using FBO and initializing it the in following way: [source lang="cpp"] GL.BindTexture(TextureTarget.Texture2D, glRefColorTexture); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp); GL.TexImage2D(TextureTarget.Texture2D, 0, intPixFormat, resX, resY, 0, pixFormat, pixType, IntPtr.Zero); GL.BindTexture(TextureTarget.Texture2D, 0); GL.GenRenderbuffers(1, out glRefDepthTexture); GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, glRefDepthTexture); GL.RenderbufferStorage(RenderbufferTarget.Renderbuffer, RenderbufferStorage.DepthComponent16, resX, resY); GL.GenFramebuffers(1, out glRefFrameBufferObj); GL.BindFramebuffer(FramebufferTarget.Framebuffer, glRefFrameBufferObj); GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, FramebufferAttachment.ColorAttachment0, TextureTarget.Texture2D, glRefColorTexture, 0); GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, glRefFrameBufferObj); [/source] This works. Without anti-aliasing of course, but I have to use AA too. So I googled it and found the funftion: glRenderbufferStorageMultisample(...). But in my case it is not working, and have no idea why. FramebufferErrorCode shows that it's inclomplete. Does anyone have any idea why is it not working and how should I make it work? Many thanks for any post!
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