Search found 54 matches
- Tue Apr 19, 2011 6:35 pm
- Forum: Questions and Help
- Topic: Safe to apply forces on same frame Entity is added to Space?
- Replies: 2
- Views: 2394
Re: Safe to apply forces on same frame Entity is added to Sp
I may have spoken too soon. After watching it a bit more, it seems like there's a narrow angle (cone) where hits occur and don't seem to impart any angular force. Like you said, it doesn't appear to have anything to do with adding and then applying force on the same frame. I'm going to play with it ...
- Tue Apr 19, 2011 1:18 pm
- Forum: Questions and Help
- Topic: Safe to apply forces on same frame Entity is added to Space?
- Replies: 2
- Views: 2394
Safe to apply forces on same frame Entity is added to Space?
In the latest source which I downloaded Friday evening, I'm noticing some weirdness when applying forces to an Entity after it's been added to the Space, but before the next Space.Update() call. The linear component seems to be correctly applied. However, it appears as though no angular forces are b...
- Sat Apr 16, 2011 12:50 am
- Forum: Questions and Help
- Topic: Where did ApplyAngularImpulse go?
- Replies: 5
- Views: 3714
Re: Where did ApplyAngularImpulse go?
However, for some reason I'm no longer getting ContactCreated notifications. In fact, I don't think anything at all is colliding. Disregard the above. I was calling Space.BroadPhase = new DynamicHierarchy(); After looking at the demos, I see we no longer have to explicitly create and set the broad ...
- Sat Apr 16, 2011 12:39 am
- Forum: Questions and Help
- Topic: Where did ApplyAngularImpulse go?
- Replies: 5
- Views: 3714
Re: Where did ApplyAngularImpulse go?
Okay, got the latest and compiled it. I think I've got all the Tag stuff sorted out. Basically, everything that was previously using Entity.Tag is now using Entity.CollisionInformation.Tag. However, for some reason I'm no longer getting ContactCreated notifications. In fact, I don't think anything a...
- Fri Apr 15, 2011 11:39 pm
- Forum: Questions and Help
- Topic: Where did ApplyAngularImpulse go?
- Replies: 5
- Views: 3714
Re: Where did ApplyAngularImpulse go?
ApplyLinearImpulse and ApplyAngularImpulse were redundant with setting AngularMomentum/LinearMomentum. For example, LinearMomentum += new Vector3(0,5,0) is the same as ApplyLinearImpulse(new Vector3(0,5,0)). Okay, make sense. The other question I have regarding the upgrade is: I noticed that the En...
- Fri Apr 15, 2011 11:23 pm
- Forum: Questions and Help
- Topic: Where did ApplyAngularImpulse go?
- Replies: 5
- Views: 3714
Where did ApplyAngularImpulse go?
I'm trying to quickly upgrade to 0.15.2 this evening and have everything compiling with a few things commented out. ApplyAngularImpulse is one of the functions I cannot seem to locate. This is a pretty big deal since I was using this function along with ApplyLinearImpulse to control the player contr...
- Fri Apr 15, 2011 6:28 pm
- Forum: Questions and Help
- Topic: Trouble intercepting a moving entity from behind
- Replies: 4
- Views: 3209
Re: Trouble intercepting a moving entity from behind
Collision margins must be positive; in fact, for spheres, the collision margin is the radius of the sphere. BTW, I'm using version 0.14.3.0. Are collision margins something that are automatically set internally for entities like spheres, boxes, etc? Or do they need to be set manually? I'm asking be...
- Fri Apr 15, 2011 2:51 pm
- Forum: Questions and Help
- Topic: Trouble intercepting a moving entity from behind
- Replies: 4
- Views: 3209
Re: Trouble intercepting a moving entity from behind
1. Manually adjusting the LinearVelocity of the tracking entity such that --> TrackingEntity.LinearVelocity = TrackingEntity.LinearVelocity + (TargetPos - TrackingPos) * SomeFractionOfThatDelta; Even if I go: Delta = (TargetPos - TrackingPos); Delta.Normalize(); TrackingEntity.LinearVelocity = Trac...
- Fri Apr 15, 2011 12:54 pm
- Forum: Questions and Help
- Topic: Trouble intercepting a moving entity from behind
- Replies: 4
- Views: 3209
Trouble intercepting a moving entity from behind
I have a moving entity that I'm shooting a projectile (another moving entity) at. The desired behavior is "homing". I'm using the ContactCreated event to be notified when the two entities collide. However, the problem arises when the tracking entity tries to close in on the target from beh...
- Sat Jan 15, 2011 7:20 pm
- Forum: Questions and Help
- Topic: Need to move kinematic bodies and get good dynamic collision
- Replies: 7
- Views: 4855
Re: Need to move kinematic bodies and get good dynamic colli
Sounds good then. I'll try a few of the suggestions that I haven't already tried. Mostly I just wanted a quick sanity check. Thanks.
- Sat Jan 15, 2011 6:32 pm
- Forum: Questions and Help
- Topic: Need to move kinematic bodies and get good dynamic collision
- Replies: 7
- Views: 4855
Re: Need to move kinematic bodies and get good dynamic colli
My timing efforts indicate that the Space.Update() call using this method of updating 1024 kinematic entities once per frame is taking around 10 ms on the 360. I'm using a DynamicBinaryHierarchy. Does that sound high, low, or about right?
- Thu Jan 13, 2011 12:53 pm
- Forum: Questions and Help
- Topic: Need to move kinematic bodies and get good dynamic collision
- Replies: 7
- Views: 4855
Re: Need to move kinematic bodies and get good dynamic colli
I implemented this fix this morning and it works perfectly. Thanks again.Norbo wrote:The fix is to control motion using velocity. If you need to move up 1 unit in 1 frame at 60hz, you'd have an upward velocity of 60 units/second.
- Thu Jan 13, 2011 2:56 am
- Forum: Questions and Help
- Topic: Need to move kinematic bodies and get good dynamic collision
- Replies: 7
- Views: 4855
Re: Need to move kinematic bodies and get good dynamic colli
The fix is to control motion using velocity. If you need to move up 1 unit in 1 frame at 60hz, you'd have an upward velocity of 60 units/second. So you think directly setting the Entity's LinearVelocity would solve the problem then? If so, I'll try that first thing tomorrow. Thanks for the quick re...
- Thu Jan 13, 2011 2:14 am
- Forum: Questions and Help
- Topic: Need to move kinematic bodies and get good dynamic collision
- Replies: 7
- Views: 4855
Need to move kinematic bodies and get good dynamic collision
Is it possible to do this? I need to procedurally reposition (up and down) some kinematic bodies every frame. I have some dynamic entities sitting on top of the procedurally moving kinematic entities. Is it possible to have the dynamic entities properly interact with the kinematic entities in this c...
- Sun Nov 22, 2009 12:43 am
- Forum: Questions and Help
- Topic: Control a spaceship
- Replies: 6
- Views: 6023
Re: Control a spaceship
I'm gonna hop in here since I'm also trying to do something (loosely) similar, except it's with roll. However, I'm trying to do it with torque instead. I need to figure out how much torque to apply to an entity considering its moment of inertia around the desired axis of rotation and a pre-determine...