Search found 8 matches
- Thu Aug 05, 2010 8:38 pm
- Forum: Questions and Help
- Topic: Crash report: System.ArithmeticException was unhandled
- Replies: 3
- Views: 3111
Crash report: System.ArithmeticException was unhandled
This happened randomly, completely out my debuggable code. There were about 1500 boxes and spheres colliding at that time. System.ArithmeticException was unhandled Message="Function does not accept floating point Not-a-Number values." Source="mscorlib" StackTrace: at System.Math....
- Thu Aug 05, 2010 8:28 pm
- Forum: Questions and Help
- Topic: useInternalTimeStepping bug?
- Replies: 2
- Views: 2517
Re: useInternalTimeStepping bug?
You're right! I was stuck on thinking in terms of milliseconds. Now the InternalTimeStepping works awesomely.
Thanks!
Thanks!
- Thu Aug 05, 2010 11:19 am
- Forum: Questions and Help
- Topic: useInternalTimeStepping bug?
- Replies: 2
- Views: 2517
useInternalTimeStepping bug?
Is it possible that useInternalTimeStepping is bugged? I've gone up and down my code and can't figure out what I might be doing to break it. It seems that timeStepDuration is inversely proportional to the effective timeScale . Setting timeStepDuration to 1 results in a super-speed simulation, and se...
- Thu Aug 05, 2010 8:03 am
- Forum: Questions and Help
- Topic: Dynamic kinetics
- Replies: 3
- Views: 3031
Re: Dynamic kinetics
Enabling space.simulationSettings.timeStep.useInternalTimeStepping with the associated timeStepDuration set to 1/20f should do what you want. I may be using useInternalTimeStepping incorrectly. Every time I've tried it out it has killed performance *dramatically*. It seems to take a good 5-10 times...
- Thu Aug 05, 2010 6:36 am
- Forum: Questions and Help
- Topic: Dynamic kinetics
- Replies: 3
- Views: 3031
Dynamic kinetics
Hi Norbo, I am delighted with Bepu and the way it is designed! I'm doing physics with thousands of connected pieces and ran into some performance snags that I mentioned earlier. You may be pleased to know that I have managed to develop some quite effective work-arounds to my earlier performance prob...
- Tue Aug 03, 2010 11:11 pm
- Forum: Suggestions
- Topic: New event
- Replies: 1
- Views: 18415
New event
Could we have an event for when an object goes inactive? Something like 'EventHandlerEntityBecameInactive'.
This would help with removal of no longer relevant objects.
Thanks!
This would help with removal of no longer relevant objects.
Thanks!
- Tue Jul 13, 2010 8:41 am
- Forum: Questions and Help
- Topic: Preventing transference of zero force
- Replies: 3
- Views: 3015
Re: Preventing transference of zero force
Thank you for the quick reply and for explaining the situation. I did already try the velocity clamping and collisionResponse.iterations. Also, I am already using multithreading. Those did help, but not enough. Testing out numEntitiesToTryToDeactivePerFrame shows that it has a similar effect to the ...
- Tue Jul 13, 2010 12:51 am
- Forum: Questions and Help
- Topic: Preventing transference of zero force
- Replies: 3
- Views: 3015
Preventing transference of zero force
Hello. I've been working with Bepu for the last few weeks since switching over from libjigx. Bepu seems to perform quite a bit better which is important to my simulation which has large numbers of objects. Thank you for making Bepu. I hope to soon become one of your paying customers. I need help wit...