The shadow map implemented in KGE and there is an effect manager now that works with scene manager together.
The effect manager controls shadows, post process effects and some built in materials.
The KGE physX port is updated and now it has Ray casting, dynamics, triggers, collision detection and some new shapes.
Showing posts with label PhysX. Show all posts
Showing posts with label PhysX. Show all posts
Tuesday, April 27, 2010
Monday, March 1, 2010
Shadow map
- I worked on shadow mapping and after some works finally I successfully implemented shadow mapping for directional lights but I don't add this feature to the engine yet.
- Now KGE use PhysX for the physics and dynamics You can build the terrain shape and box for the dynamics and we will add more shapes for dynamics later.
- Everything in scene is rendering with multistream
- The Animated Meshes and tile terrain now use dynamic vertex buffers
Saturday, October 24, 2009
Ray-Triangle intersection test
I added Ray-Triangle intersection test to the engine. First I want to use PhysX for doing this but this library does not support dynamic triangle meshes it means I can’t change the mesh data very frequently with a reasonable speed so I decide to write my own Ray-Triangle intersection test.
I find an algorithm for do this issue on Collision Detection in Interactive 3D Environments Book it says Ray-Triangle test but when I test the algorithm it works as a line-triangle intersection test. The more interesting thing is that the next chapter is talking about line-triangle intersection test but it works good and the performance is very good.
The next thing I worked on this week was on getting the ray from screen coordinates and this part work good too.
I find an algorithm for do this issue on Collision Detection in Interactive 3D Environments Book it says Ray-Triangle test but when I test the algorithm it works as a line-triangle intersection test. The more interesting thing is that the next chapter is talking about line-triangle intersection test but it works good and the performance is very good.
The next thing I worked on this week was on getting the ray from screen coordinates and this part work good too.
Tuesday, September 22, 2009
The first test for new terrain design
Hi
I test the new algorithm for the tiled terrain and it works well with texture ID.
For solving the texture filtering problem with tile texturing I copy 16 pixel from each side to opposite side of the texture and don't use small mipmap level so the hardware texture filtering works well.
Here is a screen shot I know it is not seem to be good but when I add blending you can see a good screen shot. For now I want to add PhysX engine for terrain pickings and future physics dynamics.
I test the new algorithm for the tiled terrain and it works well with texture ID.
For solving the texture filtering problem with tile texturing I copy 16 pixel from each side to opposite side of the texture and don't use small mipmap level so the hardware texture filtering works well.
Here is a screen shot I know it is not seem to be good but when I add blending you can see a good screen shot. For now I want to add PhysX engine for terrain pickings and future physics dynamics.
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