Search found 22 matches

by thiago
Sun Jan 06, 2013 12:20 am
Forum: Questions and Help
Topic: Bepu for Windows Store apps
Replies: 5
Views: 9620

Re: Bepu for Windows Store apps

i will go for busy loop for now.
i searched and there is no SpinLock in >net for Windows Store apps

thanks
by thiago
Sat Jan 05, 2013 11:45 pm
Forum: Questions and Help
Topic: Bepu for Windows Store apps
Replies: 5
Views: 9620

Re: Bepu for Windows Store apps

Another problem. You used SpinLock for very small waiting periods. But the Thread.SpinWait was gone also .... i changed this to System.Threading.Tasks.Task.Delay(0); (same as Thread.Sleep(0) ) but this implies in a context switch .... you, that know the macro architecture of bepu =P, think that this...
by thiago
Sat Jan 05, 2013 10:14 pm
Forum: Questions and Help
Topic: Bepu for Windows Store apps
Replies: 5
Views: 9620

Bepu for Windows Store apps

Hi, i was trying to compile Bepu for .Net Windows Store apps but i got some troubles. In this platform, we dont have the threads the way we usually have in .Net (async paragim ...) so lots of errors appeared on WorkerThread and ParallelLoopWorker is there a plan to port Bepu (only the WorkerThread/P...
by thiago
Sat Feb 04, 2012 1:43 am
Forum: Questions and Help
Topic: Apply impulse on an Entity with Motor attached
Replies: 1
Views: 2116

Apply impulse on an Entity with Motor attached

Hi, Can i use the method applyImpulse on an entity with Motor. mover = new EntityMover(Entity); rotator = new EntityRotator(Entity); ///.... ApplyImpulse(position,force); my impulse was somehow ignored. If i use the Entity without the Mover or rotator, the force works great !!! Is this behavior expe...
by thiago
Sat Feb 04, 2012 1:35 am
Forum: Suggestions
Topic: Events on Entities
Replies: 1
Views: 18706

Events on Entities

Hi, I was playing with events (initial collision detected events actualy) and i needed to remove the event inside the event. (i mean, call the RemoveAllEvents inside the event handler) After i did i, the bepu crashed. Using the debug, i sow that you were calling a null event. I suggest you to check ...
by thiago
Tue Apr 26, 2011 4:44 pm
Forum: Questions and Help
Topic: [Networking] Serializing Physic World
Replies: 5
Views: 4957

Re: [Networking] Serializing Physic World

REALLY THANKS FOR THE ANSWER Some doubts First, the main things that need synchronizing/transferring are position, orientation, linear velocity, and angular velocity. That provides a complete snapshot of the object's motion at a given time. There is no internal energy or something like that in the ...
by thiago
Mon Apr 25, 2011 9:30 pm
Forum: Questions and Help
Topic: [Networking] Serializing Physic World
Replies: 5
Views: 4957

[Networking] Serializing Physic World

Hi, We were studying the possibility to add networking to our game engine ( ploobsengine.codeplex.com ), but some troubles appeared. First: How can i sync the world in both players (supose just 2) Second: Both need to simulate the World, or just one simulate and the other just update the positions f...
by thiago
Mon Apr 11, 2011 1:51 pm
Forum: General
Topic: Engines Using Bepu
Replies: 1
Views: 4623

Engines Using Bepu

Hi folks, Like our friend, iam here to show our game engine PLOOBSENGINE that uses Bepu for physic simulation. When this lib was not opensource, we supported two physic engine (Bepu and JigLibX). Now we are planing (In the Xna 4.0 version of the engine) to use just Bepu. Check our project :) Present...
by thiago
Wed Apr 06, 2011 3:54 pm
Forum: Questions and Help
Topic: [QueryAccelerator] How to get this
Replies: 1
Views: 2183

[QueryAccelerator] How to get this

Some functions need a instance of the QueryAccelerator.
now iam passing:
Space.BroadPhase.QueryAccelerator
to them.
Is this the right way ?
Can i create concretes of IQueryAccelerator ? Or i should use that from BroadPhase ?

--
3D XNA PloobsEngine Released http://ploobsengine.codeplex.com/
by thiago
Sat Apr 02, 2011 8:37 pm
Forum: Questions and Help
Topic: [Raycast] How to use the filter function
Replies: 7
Views: 5606

Re: [Raycast] How to use the filter function

Thanks, worked like a charm
--
PloobsEngine released
http://ploobsengine.codeplex.com/
by thiago
Sat Apr 02, 2011 8:29 pm
Forum: Questions and Help
Topic: [Raycast] How to use the filter function
Replies: 7
Views: 5606

Re: [Raycast] How to use the filter function

iam getting some compile error trying to compile this version you posted in MeshingBoundingBoxTree.cs Error 1 The namespace 'BEPUphysics.DataStructures' already contains a definition for 'MeshBoundingBoxTree' C:\Users\tpastor\Desktop\bepuCode\BEPUphysics\DataStructures\Deprecated\MeshBoundingBoxTree...
by thiago
Sat Apr 02, 2011 7:37 pm
Forum: Questions and Help
Topic: [Raycast] How to use the filter function
Replies: 7
Views: 5606

Re: [Raycast] How to use the filter function

Thanks again.
--
PloobsEngine released
http://ploobsengine.codeplex.com/
by thiago
Sat Apr 02, 2011 4:13 pm
Forum: Questions and Help
Topic: [Raycast] How to use the filter function
Replies: 7
Views: 5606

Re: [Raycast] How to use the filter function

More questions. in the last version i used: space.BroadPhase.GetEntities(new BoundingSphere(po.Position,distance),ent); to get the entities inside a bounding sphere, how can i do this now ? [edit] space.BroadPhase.QueryAccelerator ? i found ... -- and to detect the colisions happening with an entity...
by thiago
Sat Apr 02, 2011 3:35 pm
Forum: Questions and Help
Topic: [Raycast] How to use the filter function
Replies: 7
Views: 5606

[Raycast] How to use the filter function

iam using this version of the raycast space.RayCast(raio, maxDistance, Filter, results) the filter is a function like this private bool Filter(BroadPhaseEntry entry) { ... } supose i want the raycast to work only with Static meshes, i should use this filter ? how can i know what the BroadPhaseEntry ...
by thiago
Thu Dec 30, 2010 6:34 pm
Forum: Questions and Help
Topic: How the Method space.BroadPhase.GetEntities() works ?
Replies: 2
Views: 2595

Re: How the Method space.BroadPhase.GetEntities() works ?

more one thing i found now, that maybe helps my test scene has one triangle mesh and lots of boxes the total number of objects is 120 but sometimes the function space.BroadPhase.GetEntities(frustrum,entities) is returning more than 400 objects sometimes (entities.count) I dont have that much in my s...