Search found 28 matches

by NetSavant
Fri Jul 08, 2011 10:58 pm
Forum: Suggestions
Topic: StaticMesh drawing with BepuPhysicsDrawer
Replies: 3
Views: 13580

Re: StaticMesh drawing with BepuPhysicsDrawer

Aha - thanks Norbo, adding the .Mesh property did the trick. I figured some form of that drawing logic was already in there, as ConvexHull's always rendered fine.
by NetSavant
Fri Jul 08, 2011 8:50 pm
Forum: Suggestions
Topic: StaticMesh drawing with BepuPhysicsDrawer
Replies: 3
Views: 13580

StaticMesh drawing with BepuPhysicsDrawer

Just had a thought - I use the BepuPhysicsDrawer a fair bit for debugging physics collision volumes, and noticed StaticMesh / triangle mesh stuff isn't in the drawer's lexicon - would be cool to have that, to not have to set up separate drawing for those. Maybe I'll take a stab at coding that up if ...
by NetSavant
Tue Jul 05, 2011 2:33 am
Forum: Questions and Help
Topic: Lag in joints attached to a kinematic
Replies: 5
Views: 1740

Re: Lag in joints attached to a kinematic

Thanks - you're right, I had something screwy with how I was saving & restoring initial limb transforms. Got the teleport working good now.

Need to get myself a proper linear algebra background, I waste too much time figuring out these transforms...
by NetSavant
Mon Jul 04, 2011 11:37 pm
Forum: Questions and Help
Topic: Lag in joints attached to a kinematic
Replies: 5
Views: 1740

Re: Lag in joints attached to a kinematic

Hmm, getting strange behavior with limb-teleportation - I'm basically making the body entity kinematic, teleporting it to the launcher, then updating the limb WorldTransforms so that they're in the same configuration as before but relative to the body's new position. What seems to happen is the limb...
by NetSavant
Mon Jul 04, 2011 10:49 pm
Forum: Questions and Help
Topic: Lag in joints attached to a kinematic
Replies: 5
Views: 1740

Re: Lag in joints attached to a kinematic

Thanks Norbo - updating the body by velocity worked good. There is a case where the ragdoll gets "reloaded" onto the launch platform, and I'm having some trouble with the limbs destroying everything in their path on the way back - working on some code to teleport all the body parts individually, wil...
by NetSavant
Mon Jul 04, 2011 8:52 pm
Forum: Questions and Help
Topic: Lag in joints attached to a kinematic
Replies: 5
Views: 1740

Lag in joints attached to a kinematic

Hey, had a quick question - I've got a ragdoll model that gets launched from a launch platform - while on the platform I'm adjusting the central body Box entity kinematically by setting its WorldTransform property, and letting the attached dynamic limbs dangle and adjust accordingly. Post-launch, wh...
by NetSavant
Wed Jun 29, 2011 2:58 am
Forum: Questions and Help
Topic: Armature bone orientations from physics joints
Replies: 2
Views: 1493

Re: Armature bone orientations from physics joints

Thanks Norbo - had that thought a bit after I posted, to use the world-space orientations of the parts relative to each other - that worked good.
by NetSavant
Wed Jun 29, 2011 12:18 am
Forum: Questions and Help
Topic: Armature bone orientations from physics joints
Replies: 2
Views: 1493

Armature bone orientations from physics joints

Hey Norbo / all, I'm in the process of trying to rig up a ragdoll to an xbox live avatar - my plan was to manipulate the orientations of particular bones in the avatar's bind pose to match the orientations of joints that are modeled in the ragdoll (which won't be all of them - not gonna bother with ...
by NetSavant
Thu Jun 23, 2011 7:45 pm
Forum: General
Topic: v0.16.0 released!
Replies: 1
Views: 1790

Re: v0.16.0 released!

Sweet!
by NetSavant
Tue Jun 07, 2011 9:01 pm
Forum: General
Topic: For your amusement: 80,000 physics objects simulation(video)
Replies: 4
Views: 4361

For your amusement: 80,000 physics objects simulation(video)

Norby, I'm afraid to say I put your engine through some abuse yesterday - but she held up quite well :)

http://youtu.be/M2WNW8VRx6k

(the 720p version is better)
by NetSavant
Wed May 18, 2011 6:15 am
Forum: Questions and Help
Topic: DetectorVolume exception
Replies: 5
Views: 1724

Re: DetectorVolume exception

Just grabbed the latest version, took care of that exception - thanks for that - and quality-wise those glitches are pretty rare with the new MPR, definitely a huge improvement.
by NetSavant
Wed May 18, 2011 4:27 am
Forum: Questions and Help
Topic: DetectorVolume exception
Replies: 5
Views: 1724

Re: DetectorVolume exception

Cool, thanks - will pull that when it's ready.
by NetSavant
Wed May 18, 2011 2:50 am
Forum: Questions and Help
Topic: DetectorVolume exception
Replies: 5
Views: 1724

DetectorVolume exception

Hey Norbo - Ran into a DetectorVolume exception that started when I swapped in the latest development fork, looks like it might have been introduced there - I have a class that handles explosions using a low-poly sphere mesh as a detector volume and then applying forces to the objects it intersects:...
by NetSavant
Mon May 16, 2011 12:40 am
Forum: Questions and Help
Topic: StaticMesh penetration / collision problems
Replies: 10
Views: 3552

Re: StaticMesh penetration / collision problems

So yeah, big improvement with the planks and the StaticMesh - I restored the global PenetrationRecoveryStiffness back to the default and set the margin to zero / PositionUpdate to continuous on the planks specifically. I did get the occasional tunneling or mexican-jumping-bean board, but pretty seld...