
Search found 34 matches
- 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 

- 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
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
- 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...
- 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?
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?
- 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.

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.
- 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.
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.
- 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.
- 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
.
It works but when i remove friction after that my character slip a little.
There is a way to avoid that?
Thank you.

It works but when i remove friction after that my character slip a little.
There is a way to avoid that?
Thank you.
- 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.
- 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.
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.
- 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...
- 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.
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.
- Sat Nov 26, 2011 8:44 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
Thank you it works!!
- 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.
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.
- 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.
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.