Search found 8 matches

by multox
Thu Aug 05, 2010 8:38 pm
Forum: Questions and Help
Topic: Crash report: System.ArithmeticException was unhandled
Replies: 3
Views: 3103

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....
by multox
Thu Aug 05, 2010 8:28 pm
Forum: Questions and Help
Topic: useInternalTimeStepping bug?
Replies: 2
Views: 2509

Re: useInternalTimeStepping bug?

You're right! I was stuck on thinking in terms of milliseconds. Now the InternalTimeStepping works awesomely.

Thanks!
by multox
Thu Aug 05, 2010 11:19 am
Forum: Questions and Help
Topic: useInternalTimeStepping bug?
Replies: 2
Views: 2509

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...
by multox
Thu Aug 05, 2010 8:03 am
Forum: Questions and Help
Topic: Dynamic kinetics
Replies: 3
Views: 3026

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...
by multox
Thu Aug 05, 2010 6:36 am
Forum: Questions and Help
Topic: Dynamic kinetics
Replies: 3
Views: 3026

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...
by multox
Tue Aug 03, 2010 11:11 pm
Forum: Suggestions
Topic: New event
Replies: 1
Views: 18176

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!
by multox
Tue Jul 13, 2010 8:41 am
Forum: Questions and Help
Topic: Preventing transference of zero force
Replies: 3
Views: 3003

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 ...
by multox
Tue Jul 13, 2010 12:51 am
Forum: Questions and Help
Topic: Preventing transference of zero force
Replies: 3
Views: 3003

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...