Search found 8 matches
- 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.
- 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...
- 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...
- 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. ...
- 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...
- 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...
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!Norbo wrote:the broadphase supports bounding volume queries (space.broadPhase.getEntities)
- 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...
- 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...