Search found 15 matches

by sfxman
Tue Dec 04, 2012 3:03 pm
Forum: Questions and Help
Topic: Updating Compound Bodies
Replies: 2
Views: 3440

Re: Updating Compound Bodies

Excellent!

Thanks, my problem is now solved! :)
by sfxman
Mon Dec 03, 2012 11:51 pm
Forum: Questions and Help
Topic: Updating Compound Bodies
Replies: 2
Views: 3440

Updating Compound Bodies

Hello, dl;dr: Trying to find a way to update the mass of one sub body of a compound body without recreating everything. I need to update some of the masses on a vehicle over time, to simulate jettisoning things, or some sort of fluid level depleting over time. Using the example of the car, I recreat...
by sfxman
Sat Dec 01, 2012 9:15 am
Forum: Questions and Help
Topic: Compound Bodies
Replies: 3
Views: 3772

Re: Compound Bodies

It works perfectly!

I adapted it to our engine, had to tweak the rendering and other parts of the code that relied on the body transform to make them match the new offset.

You're the best, thanks again for this awesome library!
by sfxman
Fri Nov 30, 2012 11:47 pm
Forum: Questions and Help
Topic: Compound Bodies
Replies: 3
Views: 3772

Re: Compound Bodies

Thanks! You're awesome :)

I'll try this as soon as I wake up tomorrow and will report back here :)
by sfxman
Fri Nov 30, 2012 2:39 pm
Forum: Questions and Help
Topic: Compound Bodies
Replies: 3
Views: 3772

Compound Bodies

Hello Norbo, First of, thanks again for this awesome library! I still can't believe this is in C# and so efficient :) I had asked a question about this a while ago, and I'm still very confused about the mass/transforms implications in CompoundBodies. What I'm trying to do is have a vehicle that has ...
by sfxman
Thu Jun 23, 2011 7:05 pm
Forum: Questions and Help
Topic: Compound Body Problems
Replies: 3
Views: 3310

Re: Compound Body Problems

Thanks for your reply :) Checking cb1.CollisionInformation.Children[0].Entry.LocalTransform.Position gives (0,0,0). Children[1] is at (1,0,0), and Children[2] is at (-1,0,0). The Position of the cb1 entity is (0, 5, 0). If the entity's position is added to the local entry transforms, the original po...
by sfxman
Thu Jun 23, 2011 6:02 pm
Forum: Questions and Help
Topic: Compound Body Problems
Replies: 3
Views: 3310

Compound Body Problems

Hi, I'm trying to solve a problem I've had for a while with compound bodies... My setup has a compound body that I create from a list of CompoundShapeEntries that all have various positions, masses and dimensions. The main body is the heaviest, and the other bodies are lighter and used for collision...
by sfxman
Fri May 13, 2011 6:55 pm
Forum: Questions and Help
Topic: Objects not falling...
Replies: 3
Views: 3329

Re: Objects not falling...

Duh... I guess the line that adds the vehicle to the space was removed when I ported over to 0.15.2 :)

Thanks a lot for the help! :)

--
Matt
by sfxman
Fri May 13, 2011 6:11 pm
Forum: Questions and Help
Topic: Objects not falling...
Replies: 3
Views: 3329

Re: Objects not falling...

I found out what the problem was, there was no mass set on my compound body. I assumed that the weight of the sub bodies would be added to the main body. However, I still have a problem... the compound body is added to a vehicle, and for some reason I don't see any change in the object position... I...
by sfxman
Fri May 13, 2011 4:12 pm
Forum: Questions and Help
Topic: Objects not falling...
Replies: 3
Views: 3329

Objects not falling...

Hello, I just updated from 0.14 to 0.15.2 and I'm having a problem I can't figure out... My objects are not falling towards the ground. I set the gravity like in the samples, Update() is called just fine because when I set an initial velocity to my objects, they indeed move in that direction. It jus...
by sfxman
Mon Sep 20, 2010 1:53 am
Forum: Questions and Help
Topic: GetLocalPointVelocity() ?
Replies: 2
Views: 3538

Re: GetLocalPointVelocity() ?

Thanks :)

It would be nice if you could add the local equivalents for all of those things, it can be useful :)

--
Matt
by sfxman
Sun Sep 19, 2010 10:57 pm
Forum: Questions and Help
Topic: GetLocalPointVelocity() ?
Replies: 2
Views: 3538

GetLocalPointVelocity() ?

Hello, I was previously using PhysX and now trying to switch to bEPU. One thing that is missing (perhaps) is a method to get the velocity of a point on an entity. PhysX does it with actor.GetLocalPointVelocity(positionInLocalSpace); Is there something equivalent with Bepu? (Other than doing the math...
by sfxman
Sat Sep 18, 2010 3:24 am
Forum: Questions and Help
Topic: Bouncing vehicle
Replies: 4
Views: 4140

Re: Bouncing vehicle

That's interesting, the box I was creating was exactly 1000x1x1000 :)

Thanks for the details about the new version, I'm very much looking forward to it!

--
Matt
by sfxman
Sat Sep 18, 2010 1:55 am
Forum: Questions and Help
Topic: Bouncing vehicle
Replies: 4
Views: 4140

Re: Bouncing vehicle

Hello Norbo, Thanks for your reply, in fact, I was coming here to give more information :) I found out what the problem was, it turns out that if I change my ground entity from a box to a triangle, the problem goes away completely... Perhaps it's a bug? On an unrelated note, do you have an ETA on th...
by sfxman
Sat Sep 18, 2010 1:35 am
Forum: Questions and Help
Topic: Bouncing vehicle
Replies: 4
Views: 4140

Bouncing vehicle

Hello, I'm working on a project that uses a vehicle with the raycast wheels. I setup something similar to the windows phone sdk vehicle sample (same bodies and wheels). The ground is a box. My problem is that when the wheels touch the ground, they bounce up pretty violently up (i'm outputing the tra...