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Some recent topics started on our forums |
Hammer Engine - v0.7 Lighting Demo
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Here is a little tech demo of my engine.
it is written in MSVC2005, it is plugin based and currently the renderer is Direct3D9.
here is some features currently implemented or partially implemented :
- Multi-threaded tasks (texture streaming, physi... |
Posted January 7, 2009 9:10:46 PM
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Scene Patch Representation
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Hi
I needed some help/hints on algorithms or methods, creating a scene patch representation from a normal triangle scene, dynamically in real time
something like the image below:
thanks |
Posted May 22, 2010 8:42:58 AM
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D3D11CreateDevice - INVALID_ARG
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I'm using D3D11CreateDevice to create device, and create it's Swap Chain later on.
the problem is when I call D3D11CreateDevice with pAdapter="something" it raises INVALID_ARG error. only pAdapter=NULL works , which I can't Create the Swap... |
Posted February 2, 2010 11:26:07 AM
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SSE weird problems ...
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I've been having weird SSE implementation problems, that made to shut it out for a long time, now that I need to use it in my engine, and problems still arise and I'm really confused about this. I would be really glad if someone could help and give m... |
Posted October 24, 2009 12:02:46 PM
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LogLuv HDR problem
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Hi
I'm having a problem dealing with Multisampling in conjunction with LogLuv HDR encoding.
my card is 7600gt and I'm using the latest drivers
the problem is when MSAA is on, I get strange single pixel artifacts somewhere (not visible), that... |
Posted March 22, 2009 12:47:34 PM
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Z Artifacts
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I'm rendering the scene twice, Z-pass and normal pass.
the problem is, I'm using some optimized method for rendering the z-pass, the data sends to GPU with position and worldMatrix stored in the vertex (float4 pos:POSITION, float4 mx:TEXCOORD0, floa... |
Posted November 2, 2008 9:27:03 AM
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D3DXCompileShader asm/report Output ?
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I'm using D3DXCompileShader inside my program to compile shaders.
Is there any way that I can output compiled ASM code or some detailed info like Number of instructions/texture fetch,... without using FXC tool ? |
Posted February 4, 2008 8:43:25 AM
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HLSL Fragment Linker Bug ?!
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I'm using DX-SDK (feb2007) Fragment Linker tool, which is DX10 compiler
but I have noticed a bug in linker which really messes up my design and code.
Fragment Linker doesn't seem to care about Sampler Registers that I manually set.
for example :
... |
Posted February 1, 2008 8:01:43 AM
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SSE problem
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I have implemented some math functions with SSE extensions, but I get memory exceptions (Access violation reading location 0xffffff) from time to time and they occur completely random.
It's kinda weird cuz I get the error only on one... |
Posted September 14, 2007 3:00:40 AM
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Hammer engine v0.5
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Hi guys
Hammer engine is updated and totally re-written from the scratch
the new engine has been in development for about 6 months as my hobby project.
written in C++ / DirectX9, current version is v0.5
The main features are :
- deferred rende... |
Posted November 7, 2006 4:32:03 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
Need C++ Audio Library
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try FMOD, it's free if you don't use it commercially, and as far as I know it's the best audio lib for games.
BASS is also a good lib for playing audio files, it is the most suitable lib for audio players, and it's free for non-commercial use like... |
Posted December 26, 2010 4:22:22 AM
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Armored Warfare - Havok Ragdoll Physics Videos
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really nice work. congrats.
about the terrain, do you use any LOD system ? |
Posted December 7, 2010 11:57:57 AM
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Working D3DX10SaveTextureToFile example
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ur welcome :-) |
Posted November 27, 2010 4:21:06 AM
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Writing Engine ? Use an Engine ? Write Direct CPP ?
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depends on your game ...
if you want to make small indie/2D games, XNA or indie engines would be a good choice.
if you want to get more professional or make AAA titles, better start trying to learn and write your own engine.
you can also chec... |
Posted November 27, 2010 4:19:50 AM
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Working D3DX10SaveTextureToFile example
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assuming you have successfully created d3d device and a swap chain:
Note that, I couldn't save DDS compressed formats (no program or even DDS viewers could load it), seems like D3DX writes an extra D3d10 header into DDS in these cases, which is no... |
Posted November 25, 2010 1:09:33 PM
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Scene Patch Representation
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thanks |
Posted May 24, 2010 2:28:10 AM
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Scene Patch Representation
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Quote:Do you mean taking a triangle scene and converting it to patches?
yes
about the patch types, I need some kind of simple quad patches, something like the one's raytracers use for calculating lightmaps, etc.
I'm new to the subject, and... |
Posted May 22, 2010 6:21:32 PM
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HDR Scene Trouble
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well as nik said, there is not much info in order to know where your problem is.
but here is an example of 4x4 (1/4) downsampling :
float4 DownSample4x4_PS( float4 vPos : POSITION, float2 tCoord : TEXCOORD0 ) : COLOR0
{
float4 result;
for(... |
Posted April 1, 2010 8:15:23 AM
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D3D11CreateDevice - INVALID_ARG
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thank you |
Posted February 2, 2010 12:37:25 PM
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D3D11CreateDevice - INVALID_ARG
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with your solution , it's ok, but what if we want to enumerate Adapters ?
it's rather simple code
HRESULT hr;
if( FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&m_pFactory)) ) {
throw hmrException("Renderer Initialization... |
Posted February 2, 2010 11:44:24 AM
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View All Replies Made By This User
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