City Driving Demo (with motion blur)
Re:
Hello SiO2, nice work! I really like it! But motion blur is only for shader model 3.0, I guess, because I've got a strange effect. Do you use any kind of scene management in terms of culling? Approximately how many objects are on the level?
Thanks,
PI
Thanks,
PI
Yes I have OpenAL installed, OpenGL 2.0 installed, DirectX 8 installed, and DirectX9 installed.sio2 wrote:I specify a DX9 level card in the readme which means VS2.0 and PS2.0. What card is it? "Low-end ATI graphics card" doesn't help me to help you.Halifax wrote:Yeah this demo doesn't work on my:
866 Mhz AMD Sempron Mobile 2600+ with 256K L1 cache, and 512K L2 cache
256 MB RAM
Low-end ATI graphics card
It starts up the console program, and it displays all that data about the rendering and stuff, but then it just crashes with no error reported.
The usual caveats apply: have you installed OpenAL, the latest video drivers *and* the latest DirectX end-user runtime from Microsoft?
BTW It may run on cards with a lower spec than DX9 as I have fallbacks for effects that fail to be created. That's unofficial, though.
Oh yeah, and I said "low-end card" because I was rushed for time. Anyways, it is an ATI RADEON XPRESS 200M running at 1024x768 32-bit color depth.
TheQuestion = 2B || !2B
hi
i have an unhandled exception in the main.exe
DX - August 2007
Open AL - from your site
Configuration:
Windows XP SP2
Athlon 64 4200+, 1Gb RAM, Nvidia GeForce 7300GT 256 Mb
I have a MS Visual Studio 2005 SP1, but in any way i've downloaded MS redistributed files from your, install it - no effect:(
i have an unhandled exception in the main.exe
DX - August 2007
Open AL - from your site
Configuration:
Windows XP SP2
Athlon 64 4200+, 1Gb RAM, Nvidia GeForce 7300GT 256 Mb
I have a MS Visual Studio 2005 SP1, but in any way i've downloaded MS redistributed files from your, install it - no effect:(
I've checked the specs for the 7300 and the ATI RADEON XPRESS 200M and they are both capable of SM2 and HDR rendering. I do quite a few tests on startup for SM2, fp16 and rendertarget support but I may have missed something.
Could you both try without motion blur enabled and see if it runs? Since you can't run the exe to access the Graphics settings you'll need to manually alter the setting in the config.xml file. It's just straight xml so it should be very easy - just set MotionBlur value to false.
Could you both try without motion blur enabled and see if it runs? Since you can't run the exe to access the Graphics settings you'll need to manually alter the setting in the config.xml file. It's just straight xml so it should be very easy - just set MotionBlur value to false.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Re:
My motion blur works with SM2.0 and above.PI wrote:But motion blur is only for shader model 3.0
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Handbrake turn.In the my vehicle demo the handbrake stops the car immediately, so the problem should be in his code
I switched the power from rear to front and the rear wheels still spun like they were being driven. I'll check again. If it's my mistake I'll gladly own up.Why the problem can't be in your code? Why you assume it's in IrrNewt?
Nice try. Write your own game engine.Maybe you should post some of the source code wich setup the car and i can take a look at it
Because I'm going to replace IrrNewt ASAP.P.S. Why in the credits i'm the ONLY without a link?
P.S. If you could point me to any other game engines using vehicles that are using and promoting IrrNewt I'd be glad to take a look at them.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Re:
Works, but looks strange.My motion blur works with SM2.0 and above.
Ati Radeon X800 GTO, 2GB RAM, latest DX driver
Cheers,
PI
heh, i had a September version of DirectX, so when i reinstall back August version it could run.
without motion blur i haven't any problems with textures.
good luck.
after i'll test it on my 8600GT i'll post here results
about motion blur - when i switch to fullscreen with motion blur - there missed some textures: car and nearest enviroment(buildings, cars etc), but not same as at PI and when i switch back to the windowed mode with motion blur it problem still active:(, but when i start it first time (windowed/motion) it worked well (but slow:( )sio2 wrote:I've checked the specs for the 7300 and the ATI RADEON XPRESS 200M and they are both capable of SM2 and HDR rendering. I do quite a few tests on startup for SM2, fp16 and rendertarget support but I may have missed something.
Could you both try without motion blur enabled and see if it runs? Since you can't run the exe to access the Graphics settings you'll need to manually alter the setting in the config.xml file. It's just straight xml so it should be very easy - just set MotionBlur value to false.
without motion blur i haven't any problems with textures.
good luck.
after i'll test it on my 8600GT i'll post here results
Re:
Thank for the screenshot. That's completely busted! I don't have an X800 but I do have an X1800 to test. It seems there may be some issue on ATI cards that I need to investigate...PI wrote:Works, but looks strange.My motion blur works with SM2.0 and above.
Ati Radeon X800 GTO, 2GB RAM, latest DX driver
Cheers,
PI
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Re:
The funniest thing is that the car has the very same texture as the font you're using! As if there would be some backbuffer issue, would not be cleared, or such. Or if the rendertarget would be corrupt. I remember having similar graphical glitches when dealing with render to texture functions back in the old days, with another engine.
I need to correct myself, I have the august ver. of DX, too.
SiO2, would you mind putting an FPS meter to the corner? I'd be curious how much it is in fullscreen modes. Do you use any kind of scene culling? Occlusion, for example? The game runs fast though you seem to have many objects around.
Cheers,
PI
I need to correct myself, I have the august ver. of DX, too.
SiO2, would you mind putting an FPS meter to the corner? I'd be curious how much it is in fullscreen modes. Do you use any kind of scene culling? Occlusion, for example? The game runs fast though you seem to have many objects around.
Cheers,
PI
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Nice try. Write your own game engine.
Maybe you don't understand english
I asked you to post the code wich use IrrNewt and setup your car, not all the source code of your game engine (of course), only the one wich setup your car (and apply torque) using IrrNewt, so i can take a look at
I've already writed a similar code in the vehicle example [and if the code wich setup your car isn't similar to the one in the vehicle example, your code is wrong, don't need to take a look at; so it must be similar] so i've already writed it before you and i've already have it (and i've also writed the wrapper code of course), so don't need it
In this way i can take a look at it and found out if the bug is in IrrNewt or in your code.
You can also send it to me by PM, be sure I'm the only seeing it
If you don't want to post only the code wich use IrrNewt and setup your car, not all your game engine code, (and you have all the rights to do so), not letting me to found out where the bug is, at least don't blame at all IrrNewt if it doesn't work, especially because you aren't sure where the bug is since you haven't fixed it yet
So post only the code wich setup your car, or don't annunciate a bug in IrrNewt until you haven't fixed it and you aren't sure the bug is in IrrNewt and not in your code
It's like your shaders in your application work, and your shaders in my application don't work, so i annunciate a bug in your shaders
post the code you use to do this, so. It should be 2 records of code maximumI switched the power from rear to front and the rear wheels still spun like they were being driven. I'll check again. If it's my mistake I'll gladly own up.
How is this related to your problem?P.S. If you could point me to any other game engines using vehicles that are using and promoting IrrNewt I'd be glad to take a look at them.
Less of the abuse, please. I'm not responding to any further abusive postings. And if I were to accuse someone of not understanding English I'd make sure my own grammar, punctuation and spelling in said post is correct.white tiger wrote:Maybe you don't understand english
I wrote:
Note "seems" and "looked like". Plus, the last sentence of the quote applies equally to my own code that calls IrrNewt. If I had know it was going to be forensically analysed I'd have rephrased it differently.0. IrrNewt seems to be RWD only, which doesn't help handbrake turns. I altered my vehicle code to apply torque to the front wheels instead of the rear and it looked like IrrNewt was still applying torque to the rear. Bizarre. I need to dig into the IrrNewt code and fix it.
Perhaps you'd like to fix the broken download of IrrNewt 0.4. Then maybe my adding a link would make more sense.
The request for links to other non-trivial projects that use IrrNewt is so I can see how they perform. I don't recall writing that those links would magically solve my problems.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Newton sucks anyways, use I recommend PhysX, TrueAxis or ODE. Newton is full of bugs, and Julio never admits them, it's always the person using Newton that is at fault. Then, later on a new release comes out and OH ME GOD, the bug is fixed. Sounds like whitetiger is Julio in disguise or something. Same shitty attitude and same bad english.