Search found 8 matches

by MuletTheGreat
Wed Nov 10, 2010 8:05 am
Forum: Questions and Help
Topic: Hang on removal?
Replies: 0
Views: 40115

Hang on removal?


EDIT: I was using an async collision detection event. Problem is fixed now.

I was trying to remove an entity from the space using an async event

Sorry about that.
by MuletTheGreat
Tue Jul 13, 2010 7:52 am
Forum: Questions and Help
Topic: Convex Hull with 3 NAN Points?
Replies: 3
Views: 4171

Re: Convex Hull with 3 NAN Points?

[quote="Norbo"]As a workaround, you could try using a DetectorVolume. quote] Works great, no flickering due the problem from earlier. Although the detector volumes I am creating seem to be a bit larger than I say, as objects highlight a bit before the selection box touches them. I tried lo...
by MuletTheGreat
Tue Jul 13, 2010 6:41 am
Forum: Questions and Help
Topic: Convex Hull with 3 NAN Points?
Replies: 3
Views: 4171

Convex Hull with 3 NAN Points?

G'day, I've got a problem with creating convex hulls. I create one with a total of 8 points, and it is fed 8 valid points, but I get a convex hull with only 3 points. Each of these points is a Vector3.NAN. The purpose for this, is to create a bounding frustrum for box select in 3D space, it is not a...
by MuletTheGreat
Tue Jun 08, 2010 4:51 am
Forum: Questions and Help
Topic: Cyclinders and async crash?
Replies: 2
Views: 3494

Re: Cyclinders and async crash?

Thanks norbo, I fixed it. I had to change g_EntityManager.GET.space.simulationSettings.timeStep.timeScale = 0.00000000001f; by knocking off one of the zeroes. We only using internal multithreading We were also passing space.update() 1f, instead of gametime, increasing the chances of this happening. ...
by MuletTheGreat
Mon Jun 07, 2010 9:20 am
Forum: Questions and Help
Topic: Cyclinders and async crash?
Replies: 2
Views: 3494

Cyclinders and async crash?

Hi, Just workin' on my level editor placing various physics objects and have encounters a rather nasty bug. When I attempt to place cylinders in my BaseCyclinder class, I get one of these occasionally: An unhandled exception of type 'System.ArithmeticException' occurred in BEPUphysics.dll Additional...
by MuletTheGreat
Fri May 07, 2010 8:44 am
Forum: Questions and Help
Topic: How to Explode? Blasting whatever is nearby...
Replies: 2
Views: 3528

Re: How to Explode? Blasting whatever is nearby...

Norbo wrote:the broadphase supports bounding volume queries (space.broadPhase.getEntities)
This has got to be in the top 5 most convenient functions I have ever encountered. This and some distance math, and I can force push all the other balls lying around my level. Thanks for the help!

:)
by MuletTheGreat
Thu May 06, 2010 8:19 am
Forum: Questions and Help
Topic: How to Explode? Blasting whatever is nearby...
Replies: 2
Views: 3528

How to Explode? Blasting whatever is nearby...

Hey, I would like to create an exploding object. all I would like it to do, is to apply force to all nearby objects based on distance, thus form an explosion. Now if I had a couple of dozen objects or more, iterating everything could be a problem before every single explosion occurs. So I was wonder...
by MuletTheGreat
Thu May 06, 2010 7:50 am
Forum: Questions and Help
Topic: Best way to make something jump?
Replies: 1
Views: 5175

Best way to make something jump?

Hey, I'm just working on something basic, and am trying to get a player controlled sphere to jump off a surface. I have a triangle mesh loaded up, as well as a few boxes and ball entities around. I want my ball to jump, while in contact with the ground, so when it leaves, it cannot jump and thus wil...