Search found 5 matches

by ryantrem
Mon Nov 15, 2010 4:29 pm
Forum: Questions and Help
Topic: Small objects or intense gravity and jitters
Replies: 4
Views: 4452

Re: Small objects or intense gravity and jitters

Great, that worked like a charm. Thanks for helping me get this sorted out so quickly!
by ryantrem
Mon Nov 15, 2010 5:27 am
Forum: Questions and Help
Topic: Precomputed ConvexHulls?
Replies: 7
Views: 7595

Re: Precomputed ConvexHulls?

Thanks for the info! I'd like to try out the implicit Minkowski sum approach, but I have a few follow up questions: 1. Given my more complex rounded edge polyhedron mesh, can you suggest a method of getting the points of a convex hull that is roughly equivalent to the polyhedron without rounded edge...
by ryantrem
Mon Nov 15, 2010 5:08 am
Forum: Questions and Help
Topic: Small objects or intense gravity and jitters
Replies: 4
Views: 4452

Re: Small objects or intense gravity and jitters

Thanks for the info! I tried all of these things, but none seemed to make a difference. However, when I reduced the bounciness to 0, the jitters stopped. It seems that if I increase the gravity *and* have objects with some bounciness, then I get the jitters I described. Are there parameters to contr...
by ryantrem
Sun Nov 14, 2010 11:39 pm
Forum: Questions and Help
Topic: Precomputed ConvexHulls?
Replies: 7
Views: 7595

Precomputed ConvexHulls?

I'm creating a ConvexHull from a list of 720 vertices. Once the ConvexHull is created, performance seems fine, but it takes about 15 seconds to instantiate the ConvexHull. Are there any recommendations on precomputing the ConvexHull? It'd be nice if I could either do this at build time, or even just...
by ryantrem
Sun Nov 14, 2010 11:26 pm
Forum: Questions and Help
Topic: Small objects or intense gravity and jitters
Replies: 4
Views: 4452

Small objects or intense gravity and jitters

I'm trying to use Bepu physics to simulate small objects (on the order of 2cm). It seems like I should be able to either make my objects really small, adjust various simulation parameters (collision margins, penetration, etc.), adjust various render parameters (view frustum near plane, etc.), *or* I...