Search found 34 matches

by saturn1
Thu Sep 13, 2012 9:52 pm
Forum: Questions and Help
Topic: Body as sensor
Replies: 2
Views: 2823

Re: Body as sensor

thank you :)
by saturn1
Thu Sep 13, 2012 9:05 pm
Forum: Questions and Help
Topic: Body as sensor
Replies: 2
Views: 2823

Body as sensor

Hello,
i dont found the property issensor for a body.

Maybe the only way is with CollisionRules?

Can you enlighten me for this point?

Thank you
by saturn1
Sun Jan 22, 2012 2:56 pm
Forum: Questions and Help
Topic: DebugDrawer Remove body GC
Replies: 7
Views: 6927

Re: DebugDrawer Remove body GC

Ok thank you for your answer ;) Another question: Have you profile your engine on xbox too? Because on my PC the GC.GetTotalMemory is near const while under xbox i have a GC.Collect around each 5 seconds. In my code i don't detect a lot of changement between xbox and PC but maybe in your engine ther...
by saturn1
Wed Jan 18, 2012 9:02 pm
Forum: Questions and Help
Topic: DebugDrawer Remove body GC
Replies: 7
Views: 6927

Re: DebugDrawer Remove body GC

Thank you.

I see that for example the function GetNarrowPhasePair generate garbage too and use Activator Create Instance...(10x more slow that new..:p)

So maybe there is a way at the beginning to define Pool Size?
by saturn1
Wed Jan 18, 2012 4:54 pm
Forum: Questions and Help
Topic: DebugDrawer Remove body GC
Replies: 7
Views: 6927

Re: DebugDrawer Remove body GC

Ok thank you, for the fast answer :)

But for performance tracking it could be bad, (of course in final it will be not DebugDrawer) but for tracing memory it could be good to avoid this leak, but anyway it's your soft and if you won't plane to fix this, i'll just existing.
by saturn1
Wed Jan 18, 2012 4:32 pm
Forum: Questions and Help
Topic: DebugDrawer Remove body GC
Replies: 7
Views: 6927

DebugDrawer Remove body GC

Hello i would like to notify that the DebugDrawer.RemoveBody generate garbage.

It's planned to be fixed ? or it's normal maybe(don't know)

Around 77,064 bytes in 4 seconds for fews calls to this functions.

Thank you.
by saturn1
Fri Jan 13, 2012 4:04 pm
Forum: Questions and Help
Topic: Avoid player blocking againt wall when is jumping
Replies: 6
Views: 7845

Re: Avoid player blocking againt wall when is jumping

Before i used LinearDamping and LinearFriction ( i guess it's a variable which decrement velocity each update) but now with RemoveFriction, if i move my character it slide a little bit on ground.
by saturn1
Fri Jan 13, 2012 3:56 pm
Forum: Questions and Help
Topic: Avoid player blocking againt wall when is jumping
Replies: 6
Views: 7845

Re: Avoid player blocking againt wall when is jumping

UP :P.

It works but when i remove friction after that my character slip a little.

There is a way to avoid that?

Thank you.
by saturn1
Mon Dec 26, 2011 8:16 pm
Forum: Questions and Help
Topic: Get plane between 0 and ScreenHeight from Z position
Replies: 4
Views: 3843

Re: Get plane between 0 and ScreenHeight from Z position

Ok thank you, it's just because it was related to Z Physics position.
by saturn1
Mon Dec 26, 2011 8:01 pm
Forum: Questions and Help
Topic: Get plane between 0 and ScreenHeight from Z position
Replies: 4
Views: 3843

Re: Get plane between 0 and ScreenHeight from Z position

Yep, i already try it.

However, i want to get the first plane(in z) which is display to my screen into worldposition and the last plane (in z) which is display to screen.

After that i can compute my z plane into screen coordinate for my entity.

Thank you.
by saturn1
Mon Dec 26, 2011 7:48 pm
Forum: Questions and Help
Topic: Get plane between 0 and ScreenHeight from Z position
Replies: 4
Views: 3843

Get plane between 0 and ScreenHeight from Z position

Hello i need to know the calculation to get the value between 0 and screenheight where is my entity from it's Z component. For example if my entity is first plane (near from camera) get 0. And if my entity is far from camera and on the top of my screenheight get ScreenHeight. I have my entity Z posi...
by saturn1
Sun Nov 27, 2011 4:31 pm
Forum: Questions and Help
Topic: Removed collision filter
Replies: 1
Views: 2201

Removed collision filter

Hello i would like to know why you removed Collision Filter like CollisionCategory = Cat1 | Cat2.

The new system CollisionRules.AddRule is less easy, because for each added entity we need to browse all entities to add specific rule, or i used it wrong?

Thank you.
by saturn1
Sat Nov 26, 2011 7:06 pm
Forum: Questions and Help
Topic: Avoid player blocking againt wall when is jumping
Replies: 6
Views: 7845

Avoid player blocking againt wall when is jumping

Hello i use your method findSupport to determine if the player can jump.

But when a player jump he can block against a wall when the player press Left or Right direction.

Have you idea to fix this?

Thank you.
by saturn1
Thu Nov 17, 2011 6:19 pm
Forum: Questions and Help
Topic: Good value to make a player move ?
Replies: 1
Views: 2098

Good value to make a player move ?

Hello i have some problem with character movement.

I set mass of 20 and a lineardamping at 0.9 and at each update i apply an impulse of 500.

Sometimes my entity accelerated and disappear from map when there is collision.

What are good value to avoid entity accelerated ?


Thank you.