i will go for busy loop for now.
i searched and there is no SpinLock in >net for Windows Store apps
thanks
Search found 22 matches
- Sun Jan 06, 2013 12:20 am
- Forum: Questions and Help
- Topic: Bepu for Windows Store apps
- Replies: 5
- Views: 9911
- Sat Jan 05, 2013 11:45 pm
- Forum: Questions and Help
- Topic: Bepu for Windows Store apps
- Replies: 5
- Views: 9911
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...
- Sat Jan 05, 2013 10:14 pm
- Forum: Questions and Help
- Topic: Bepu for Windows Store apps
- Replies: 5
- Views: 9911
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...
- Sat Feb 04, 2012 1:43 am
- Forum: Questions and Help
- Topic: Apply impulse on an Entity with Motor attached
- Replies: 1
- Views: 2131
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...
- Sat Feb 04, 2012 1:35 am
- Forum: Suggestions
- Topic: Events on Entities
- Replies: 1
- Views: 20940
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 ...
- Tue Apr 26, 2011 4:44 pm
- Forum: Questions and Help
- Topic: [Networking] Serializing Physic World
- Replies: 5
- Views: 4985
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 ...
- Mon Apr 25, 2011 9:30 pm
- Forum: Questions and Help
- Topic: [Networking] Serializing Physic World
- Replies: 5
- Views: 4985
[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...
- Mon Apr 11, 2011 1:51 pm
- Forum: General
- Topic: Engines Using Bepu
- Replies: 1
- Views: 4715
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...
- Wed Apr 06, 2011 3:54 pm
- Forum: Questions and Help
- Topic: [QueryAccelerator] How to get this
- Replies: 1
- Views: 2207
[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/
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/
- Sat Apr 02, 2011 8:37 pm
- Forum: Questions and Help
- Topic: [Raycast] How to use the filter function
- Replies: 7
- Views: 5639
- Sat Apr 02, 2011 8:29 pm
- Forum: Questions and Help
- Topic: [Raycast] How to use the filter function
- Replies: 7
- Views: 5639
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...
- Sat Apr 02, 2011 7:37 pm
- Forum: Questions and Help
- Topic: [Raycast] How to use the filter function
- Replies: 7
- Views: 5639
- Sat Apr 02, 2011 4:13 pm
- Forum: Questions and Help
- Topic: [Raycast] How to use the filter function
- Replies: 7
- Views: 5639
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...
- Sat Apr 02, 2011 3:35 pm
- Forum: Questions and Help
- Topic: [Raycast] How to use the filter function
- Replies: 7
- Views: 5639
[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 ...
- Thu Dec 30, 2010 6:34 pm
- Forum: Questions and Help
- Topic: How the Method space.BroadPhase.GetEntities() works ?
- Replies: 2
- Views: 2611
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...