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TGEA rooftop schwag

by Gerald Fishel · 04/08/2009 (2:03 pm) · 22 comments

Okay, so I was really just playing with PhysX cloth, but thought it was kinda cool, and thought I'd share the experience :D

These are all new object types and I'm still working out the dynamic shadows, so just pretend they're there! lol

Okay, Vimeo finally finished it's thing, so no more crappy YouTube video!




Okay, so I can't post a blog less than 500 characters. I have no idea how many characters I've posted so far, and I don't feel like counting, so I'll just keep rambling until it accepts it.

(I just realized how to use the cloth feature in a DirectX friendly way, so I am rescinding my rant.)

Cheers!
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#1
04/08/2009 (2:09 pm)
That looks astounding!
#2
04/08/2009 (2:10 pm)
Nice, indeed.
#3
04/08/2009 (2:17 pm)
That is very cool. I love it!
#4
04/08/2009 (2:26 pm)
Very, very cool!
#5
04/08/2009 (2:36 pm)
wow :o

Love the balloon style one
#6
04/08/2009 (2:37 pm)
Whoa! To everything above, Indeed!
#7
04/08/2009 (3:05 pm)
Sweet.
#8
04/08/2009 (3:16 pm)
Yeahh, that inflatable-box-type-thing looks awesome!
#9
04/08/2009 (5:02 pm)
Really cool stuff Gerald. Looks like fun!
#10
04/08/2009 (6:20 pm)
That's so sweet
#11
04/08/2009 (7:01 pm)
a ball of cloth see thats something i never though of but it works. looks like hot air balloons and stuff will look much much better. :P

Quote:Okay, Vimeo finally finished it's thing, so no more crappy YouTube video!

so what that mean we can post game videos now thought hey not game videos they more like development videos. :P
#12
04/09/2009 (12:59 am)
Nice! I especially love the decals appearing on the balls ;P.
#13
04/09/2009 (1:41 am)
I second Daniel on the decals. Care to throw us a bone on how you did it? Dynamic Layers? or something new?
#14
04/09/2009 (3:11 am)
Thanks guys.

@Brandon, sorry thought that might confuse somebody. When i first posted the video to Vimeo it said it was going to take 5 hours to process, so I initially posted a YouTube video instead, then I updated it when Vimeo finished.

@Ron, oh I just modified the DecalManager for that. Instead of each decal being created in world space, it holds a SceneObject pointer and creates the decal local to the SceneObject. Then each frame when it renders the decal it sets the GFX world transform to the render transform of the SceneObject first.

I'll eventually make the decal rendering part of the SceneObject so different SceneObjects (like the cloth) can customize how they're rendered, but that was a quick and dirty way to get decals to stay on movable objects.
#15
04/09/2009 (4:10 am)
Is this based off the PhysX for TGE/TGEA resource line, or is it a custom solution you've written yourself? I started some work on cloth for the TGEA PhysX resource, but got kinda lost with the clothMesh and meshData code. Any tips? ;)
#16
04/09/2009 (6:15 am)
@Taylor,

This is not based off of the existing PhysX resource. It's part of a custom abstracted physics framework that I created.

If you make a post in the TGEA private forum with some specific questions I'll be glad to help.

In the meantime, you can also take a look at MyCloth.h/.cpp in TrainingPrograms/Programs/Shared_Source/Cloth under the PhysX SDK installation directory, if you haven't already done so.

#17
04/09/2009 (6:22 am)
Yea, I've checked those out already. I'm having trouble creating the NxClothMesh and NxMesh for the Cloth. Here's the thread I just created:
www.garagegames.com/community/forums/viewthread/88897
#18
04/09/2009 (11:00 am)
Getting this a complete resource for T3d would be awesome
#19
04/10/2009 (6:19 am)
Cool
#20
04/10/2009 (9:42 am)
Gerald,

I have been trying to duplicate the coordinate conversion prcess you did for this and have had little success. Is there anyway I could talk to you via email or instant messenger? All of my info is on my account details.
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