200 reputation
11
bio website xcrypt-devblog.blogspot.be
location Belgium
age 23
visits member for 3 years
seen Jun 14 at 16:50

CS, math, physics and game development hobbyist


Nov
20
comment How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
Oh, I think I get it. The problem you are having isn't really an issue with SAT, it's collision resolution that you need. To have decent collision resolution is not always easy. I recommend this book: books.google.be/books/about/…
Nov
20
comment How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I'm not sure what your question is. SAT is pretty robust for any kind of collision detection. There are other algorithms but, for most purposes, it is not needed. If there is a error in your collision detection, it's most likely because you didn't implement SAT properly, or working with polytopes that are non-convex.
May
10
comment ID3D10Device creation failure in release mode
I finally found my error! The reason was I did ASSERT(RegisterClass(myWndClass)); Ofcourse that's going to fail in release mode... stupid me!
May
6
comment ID3D10Device creation failure in release mode
It is not properly set. If I set a breakpoint at scDesc.BufferDesc.Height = desc.height; it will stop there, but when I tell my debugger to go to the next statement (step over or F10 in Visual studio), the code seems to jump straight to D3D10CreateDeviceAndSwapChain(), and if I check for the values of the description it didn't adjust the values I told it to either. How is that even possible?
May
6
comment ID3D10Device creation failure in release mode
I tried this, still have the error
May
6
comment ID3D10Device creation failure in release mode
I tried this, still have the error
May
1
comment Dynamic vertex buffer mapping call order
Could you also tell me (or point me to a resource) that tells me exactly what parts of the rendering code the CPU is working on, and what part the GPU is working on? The stuff under the hood :)
May
1
comment Dynamic vertex buffer mapping call order
@Byte56 Obviously I'm concerned about performance. There's nothing I need to do. However I want to know if that would be a good decision to gain performance.
May
1
comment std::vector performance for pixel buffers
What I would say: profile it :) But in any case, if your raw array is dynamically allocated, there won't be any noticeable overhead (if any) when using an std::vector instead. However, keep in mind that the debug version of an std::vector probably has some additional checks which might make it look slower.
May
1
comment Dynamic vertex buffer mapping call order
@Byte56 So basically you're saying that I'd have to implement that using MT?
Apr
27
comment How do I implement group formations in a 3D RTS?
Thanks, I have seen the continuum crowds pathfinding stuff from supreme commander, but I think I'll stick with what I have atm. I'll try that when I get a bit more exp, because yeah it looks really nifty ;D
Apr
27
comment How do I implement group formations in a 3D RTS?
@Nailer he flocking algorithm would work as long as they are moving , but then how would I detect if their final position is "okay", and notify them that they can stop moving? Don't worry, I can wait for your answer ;)
Apr
27
comment How do I implement group formations in a 3D RTS?
I don't get it, you would just halve the magnitude of the offset vector and keep checking if this is a collision free position? That would most likely fail in many cases
Apr
27
comment How do I implement group formations in a 3D RTS?
Well that's pretty much what I said in my question :D The tricky part is how to handle the collision of the formation with the terrain/obstacles/structures
Apr
23
comment Pathfollowing with acceleration - centripetal force
I have also tried something like [2.5] before, it works a little, but it's messy
Apr
23
comment Pathfollowing with acceleration - centripetal force
there is a maximum speed limit :) Also, velocity =/= speed, even in physics. At least that's what I've always been told.
Apr
23
comment Pathfollowing with acceleration - centripetal force
Well I actually want to allow my agents to experience external forces(not due to the path) as well, eg explosions. That is why I'd prefer not to use bezier curves.
Apr
23
comment Pathfollowing with acceleration - centripetal force
@PatrickHughes For this problem, friction may be ignored. Although if anyone knows the answer to the problem with friction I'd be more than happy to hear it too
Apr
10
comment How do I properly use multithreading with Nvidia PhysX?
@RoyT. I got to read that article now. It's pretty good for rendering, but I can't see how it would help me with physics. Nvidia PhysX requires that you do one huge Simulate() call, you cannot call it separately per object. (And I don't think that would be a good idea for physics). Am I missing something?
Apr
10
comment How do I properly use multithreading with Nvidia PhysX?
@RoyT. I tried about everything, different browsers, I even asked some friends to open it for me, nothing works. altdevblogaday.com works, but it won't let me open that specific page.