Search found 249 matches
- Sat Jan 04, 2014 12:52 am
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Re: Object only follows the same path from second iteration?
That's a good deal of information which will come in handy for discussion during my viva. As it is only 3 weeks away I won't go diving into the engine's source code. However, I can make it deterministic using a sphere and an immediate reset so that will work out just fine for one of my demonstration...
- Fri Jan 03, 2014 8:57 pm
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Re: Object only follows the same path from second iteration?
Technically, recreating the entire Space and readding everything is the brute force approach, but trying to deal with every single piece of bookkeeping in the engine would be more work than it's worth. That's frustrating. To fully eliminate this sort of problem, the space should basically be recons...
- Fri Jan 03, 2014 7:10 pm
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Re: Object only follows the same path from second iteration?
Replacing the sphere with a capsule demonstrates non-repeatable iterations: public class IterationProblemDemo : StandardDemo { Capsule capsule; Vector3 ballStartingPosition = new Vector3(0.1f, 11.5f, 0f); public IterationProblemDemo(DemosGame game) : base(game) { BEPUphysics.Settings.CollisionDetect...
- Fri Jan 03, 2014 7:04 pm
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Re: Object only follows the same path from second iteration?
So far so good. Will need to delve further: public class IterationProblemDemo : StandardDemo { Sphere ball; Vector3 ballStartingPosition = new Vector3(0.1f, 10.5f, 0f); public IterationProblemDemo(DemosGame game) : base(game) { BEPUphysics.Settings.CollisionDetectionSettings.DefaultMargin = 0.04f; B...
- Fri Jan 03, 2014 6:04 pm
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Re: Object only follows the same path from second iteration?
Sure. I'll get something together over the weekend and post it here.
- Fri Jan 03, 2014 2:17 pm
- Forum: Questions and Help
- Topic: Object only follows the same path from second iteration?
- Replies: 9
- Views: 8539
Object only follows the same path from second iteration?
I have created a scenario that drops a yellow ball from a specific location. The ball will reset to that same location once it comes into contact with a green box. On the first iteration the yellow ball follows a path that is different to all the subsequent iterations, which all follow the same path...
- Wed Jan 01, 2014 7:26 pm
- Forum: Questions and Help
- Topic: Simulation speed fluctuates between iterations
- Replies: 7
- Views: 6236
Re: Simulation speed fluctuates between iterations
I'll take that on board and delve further. I can't download the demo I created to highlight problems as the attachment is no longer available: http://www.bepu-games.com/forum/viewtopic.php?f=4&t=1839 Is it stored anywhere on the server? It would save a great deal of time to be able to get a hold...
- Wed Jan 01, 2014 6:58 pm
- Forum: Questions and Help
- Topic: Simulation speed fluctuates between iterations
- Replies: 7
- Views: 6236
Re: Simulation speed fluctuates between iterations
The dt never fluctuates either so something else is causing the issue. I have the value for 'dt' printed to the screen each frame and it reads "dt = 0.016667" at all times. It remains the same even when the physics simulation slows down slightly. It is odd because the simulation slows down...
- Wed Jan 01, 2014 5:58 pm
- Forum: Questions and Help
- Topic: Simulation speed fluctuates between iterations
- Replies: 7
- Views: 6236
Re: Simulation speed fluctuates between iterations
I'm using: space.Update((float)gameTime.ElapsedGameTime.TotalSeconds); Using: space.Update() makes the problem worse. How can I ensure that the dt (gameTime.ElapsedGameTime.TotalSeconds) matches the elapsed real time so the fluctuations do not occur? The FPS is constant at 60. What does BEPU use to ...
- Wed Jan 01, 2014 4:07 pm
- Forum: Questions and Help
- Topic: Simulation speed fluctuates between iterations
- Replies: 7
- Views: 6236
Simulation speed fluctuates between iterations
I have an 'Entity' that falls from one point to another in a simulation under the force of gravity (0, -10, 0). If the window in which the simulation runs loses focus then the object will move much faster than if the window has focus. If the object is reset to its original position and orientation o...
- Wed Nov 06, 2013 7:37 pm
- Forum: Questions and Help
- Topic: Making the transition from XNA to dependency free
- Replies: 2
- Views: 3630
Re: Making the transition from XNA to dependency free
Excellent stuff, thank you Norbo. It all works perfectly now
Asides from the abundance of MathConverter.Convert methods it was a relatively painless transition!
Asides from the abundance of MathConverter.Convert methods it was a relatively painless transition!
- Wed Nov 06, 2013 2:47 pm
- Forum: Questions and Help
- Topic: Making the transition from XNA to dependency free
- Replies: 2
- Views: 3630
Making the transition from XNA to dependency free
I've encountered a couple of issues in the transition from XNA to dependency free BEPU. - TriangleMesh.GetVerticesAndIndicesFromModel(Model model, out Vector3[] vertices, out int[] indices) no longer exists. - Assembly generation -- Referenced assembly 'BEPUphysics.dll' targets a different processor...
- Tue Nov 05, 2013 10:10 pm
- Forum: Questions and Help
- Topic: Determinism?
- Replies: 8
- Views: 8791
Re: Determinism?
Excellent. I believe it is worth doing in this case.
Thanks again.
Thanks again.
- Tue Nov 05, 2013 8:32 pm
- Forum: Questions and Help
- Topic: Determinism?
- Replies: 8
- Views: 8791
Re: Determinism?
Thanks for the advice Norbo, I'll use casting for the time being.
Is there anything wrong with setting the PermutationIndex to 1 each time the solver starts? I have a loop that remains deterministic when doing this but does not if I only set it during initialisation.
Is there anything wrong with setting the PermutationIndex to 1 each time the solver starts? I have a loop that remains deterministic when doing this but does not if I only set it during initialisation.
- Tue Nov 05, 2013 8:04 pm
- Forum: Questions and Help
- Topic: Determinism?
- Replies: 8
- Views: 8791
Re: Determinism?
One time at initialization. From then on, it will increment itself each frame deterministically. The default value is 0, how does specifically setting it to 0 during initialisation ensure a deterministic simulation? Using the dependency free version will require determining the source of all instan...