Search found 14 matches
- Thu Aug 26, 2010 4:52 am
- Forum: Suggestions
- Topic: Consider Normalizing Constraint constructors.
- Replies: 3
- Views: 27997
Re: Consider Normalizing Constraint constructors.
Awesome Norbo! Also note that for the constraints, I change their entities in real-time in the editor. This works okay with the simple constraints, but not on the other connectors such as LineSliderJoint, other SolverGroup-derived objects, et al. Those only allow you to set their entities in the con...
- Wed Aug 25, 2010 5:11 am
- Forum: Suggestions
- Topic: Consider Normalizing Constraint constructors.
- Replies: 3
- Views: 27997
Consider Normalizing Constraint constructors.
Hi! I had to write this code to get dynamic constraint creation / editing working in my editor - using BEPUphysics.Constraints; using Microsoft.Xna.Framework; namespace ProjectY { public class AngularMotorY : AngularMotor { public AngularMotorY() : base(null, null) { } } public class BallSocketJoint...
- Fri Aug 13, 2010 11:27 pm
- Forum: Questions and Help
- Topic: Any way to do a dynamic triangle mesh?
- Replies: 1
- Views: 2119
Any way to do a dynamic triangle mesh?
Static triangle meshes do their job, but how would I do a triangle mesh for a moving entity?
- Fri Jul 30, 2010 2:17 am
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
I turned off internal time stepping and it now works.
Ya, the internal time stepping stuff was unclear. But only because I thought you were talking about XNA's Game.IsFixedTimeStep property all along Didn't even know there was a useInternalTimeStep property for BEPU
cheers!
Ya, the internal time stepping stuff was unclear. But only because I thought you were talking about XNA's Game.IsFixedTimeStep property all along Didn't even know there was a useInternalTimeStep property for BEPU
cheers!
- Fri Jul 30, 2010 2:03 am
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
Using internal properties, non-async updates, fixed time steps, and the following update algorithm - protected override void Update(GameTime gameTime) { ... Logic(gameTime); // game logic Physics(gameTime); // physics Visualize(gameTime); // synchronize visuals to physics ... } - the tires still dra...
- Fri Jul 30, 2010 12:25 am
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
Okay, I'll put in the seam and see how it goes
I will try to find a way to reproduce the center of mass offset bug for you as soon as I can!
Many thankings upon you my Norbo friend for all your help
cheers~!
I will try to find a way to reproduce the center of mass offset bug for you as soon as I can!
Many thankings upon you my Norbo friend for all your help
cheers~!
- Thu Jul 29, 2010 11:50 pm
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
However, I immediately noticed that mutating the vehicle body's 'internal' properties leads the wheels to drift off of the car, especially when the car is flying off a cliff. If the engine isn't being updated asynchronously, setting internal properties before an update should yield the same results...
- Thu Jul 29, 2010 11:24 pm
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
ASIDE: One thing I'll not do with BEPU (or any physics engine) is process physics while rendering (or whatever). I'm happy as long as BEPU is using multiple cores during its own isolated frame update. Additionally, I like the additional cores being free for my own task partitioning (who's to say som...
- Thu Jul 29, 2010 10:36 pm
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
I'm still working on using your suggestions. Gonna be awhile before I try all the different transmutations. However, I immediately noticed that mutating the vehicle body's 'internal' properties leads the wheels to drift off of the car, especially when the car is flying off a cliff. There just seem t...
- Thu Jul 29, 2010 5:56 pm
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Re: Bug: centerOfMassOffset translates object's centerPosition
Being the author of Ox, I know how pernicious one's own API flaws are. My sincere sympathies :) I did try transposing the order in which the centerPosition and centerOfMassOffset are serialized, but the result is the same. So it seems the write order does not appease. Then I tried using the 'interna...
- Thu Jul 29, 2010 3:09 am
- Forum: Questions and Help
- Topic: Bug: centerOfMassOffset translates object's centerPosition
- Replies: 16
- Views: 9731
Bug: centerOfMassOffset translates object's centerPosition
I'm having a strange bug. For some reason, setting an entity's centerOfMassOffset translates it's centerPosition. This is a problem because I serialize my object's centerOfMassOffset and centerPosition. Because I set and save the centerOfMassOffset to (0,-5,0), the object is translated upward (0,5,0...
- Wed Jul 14, 2010 4:38 am
- Forum: Questions and Help
- Topic: Sane Way To Set Scale of Entity?
- Replies: 4
- Views: 3468
Re: Sane Way To Set Scale of Entity?
Thanks Norbo! This will help me move forward with our BEPU-based game.
- Tue Jul 13, 2010 11:23 pm
- Forum: Questions and Help
- Topic: Sane Way To Set Scale of Entity?
- Replies: 4
- Views: 3468
Re: Sane Way To Set Scale of Entity?
Thanks for the help! Perhaps you can clear up some deeper confusion for me. Outside of BEPU, I have only ever seen a world transform as being the instantaneous result of the composition of some local fields such as orientation and position. How is it that BEPU's entity world transform can be mutated...
- Tue Jul 13, 2010 6:38 pm
- Forum: Questions and Help
- Topic: Sane Way To Set Scale of Entity?
- Replies: 4
- Views: 3468
Sane Way To Set Scale of Entity?
Hi all! I'm wondering if there's a sane way to scale an Entity? I see that I can mutate the WorldTransform property, but that hardly seems appropriate since enough scale up / down operations would corrupt the matrix. It would be nice I suppose to have a generalized Scale property that can be applied...