Search found 10 matches

by Ben
Tue Jul 12, 2011 2:08 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

Great thanks a lot for the help. Seems like I forgot to apply the transform! The mesh is actually just for testing and is not intended to be used in game. Edit: Just tried adding transforms and in particular for static meshes it doesn't seem to be working. var mesh = new StaticMesh(vertices, indices...
by Ben
Tue Jul 12, 2011 1:20 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

Right, so in the below linked test project. I have added one convex hull entity. It is in the middle of the screen and the mobile mesh is about 50 units to the right. With the convex hull entity in the scene the performance problem happens. Sorry for the messy classes as they are just taken from my ...
by Ben
Tue Jul 12, 2011 1:06 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

Readded the reference and it seemed to fix it. I must of just referenced the wrong version.
by Ben
Tue Jul 12, 2011 12:40 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

Ah right, I downloaded the latest development version and it doesn't seem to fix the single object issue.
by Ben
Mon Jul 11, 2011 8:49 pm
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

I started creating a demo to recreate the bug. But before I even started adding additional static/convex meshes it seems to freeze with just one mobile mesh in the game. The project's linked below as it was too big to attach(5mb). I am not sure if I have set something up wrong. But I can't find a re...
by Ben
Mon Jul 11, 2011 2:25 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

Edited my previous post a bit. As through testing I found a lot of my assumptions wrong. It might help to explain my scene a little bit so you can get a better idea of what's going on. Basically I have a very basic pirate ship model and some floating islands which are also fairly basic shapes. All o...
by Ben
Mon Jul 11, 2011 2:04 am
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Re: Performance problem with Mobile and static meshes

I've done a bit more testing. It seems to get stuck updating the mobile mesh. However for testing purpose with changing the scenery to mobile meshes themselves(instead of static meshes and convex hulls) it seems to run fine. - The mobile meshes are dynamic. They are able to generate contacts with st...
by Ben
Sun Jul 10, 2011 10:54 pm
Forum: Questions and Help
Topic: Performance problem with Mobile and static meshes
Replies: 14
Views: 8243

Performance problem with Mobile and static meshes

Hi, I seem to be seeing a massive performance drop to basically a freeze when I have both a mobile mesh and static mesh or convex hull mesh in the scene. This only happens when at least one mobile mesh is in my game level with one non-mobile mesh. If for example I make all the meshes which would usu...
by Ben
Sun Apr 17, 2011 6:45 pm
Forum: Questions and Help
Topic: Objects to ignore Objects
Replies: 2
Views: 2604

Re: Objects to ignore Objects

Great thanks.
by Ben
Sun Apr 17, 2011 2:39 pm
Forum: Questions and Help
Topic: Objects to ignore Objects
Replies: 2
Views: 2604

Objects to ignore Objects

Hi, I've been using BEPU physics in my game and I have come across a problem. Is it possible to have physics objects ignore other physics objects? For example if you had say a shield in a game. You'd want some players and objects to be able to move through it and ignore its existence where as others...