Search found 28 matches
- Fri Jul 08, 2011 10:58 pm
- Forum: Suggestions
- Topic: StaticMesh drawing with BepuPhysicsDrawer
- Replies: 3
- Views: 22356
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.
- Fri Jul 08, 2011 8:50 pm
- Forum: Suggestions
- Topic: StaticMesh drawing with BepuPhysicsDrawer
- Replies: 3
- Views: 22356
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 ...
- Tue Jul 05, 2011 2:33 am
- Forum: Questions and Help
- Topic: Lag in joints attached to a kinematic
- Replies: 5
- Views: 4153
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...
Need to get myself a proper linear algebra background, I waste too much time figuring out these transforms...
- Mon Jul 04, 2011 11:37 pm
- Forum: Questions and Help
- Topic: Lag in joints attached to a kinematic
- Replies: 5
- Views: 4153
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...
- Mon Jul 04, 2011 10:49 pm
- Forum: Questions and Help
- Topic: Lag in joints attached to a kinematic
- Replies: 5
- Views: 4153
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 individ...
- Mon Jul 04, 2011 8:52 pm
- Forum: Questions and Help
- Topic: Lag in joints attached to a kinematic
- Replies: 5
- Views: 4153
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...
- Wed Jun 29, 2011 2:58 am
- Forum: Questions and Help
- Topic: Armature bone orientations from physics joints
- Replies: 2
- Views: 3022
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.
- Wed Jun 29, 2011 12:18 am
- Forum: Questions and Help
- Topic: Armature bone orientations from physics joints
- Replies: 2
- Views: 3022
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 ...
- Thu Jun 23, 2011 7:45 pm
- Forum: General
- Topic: v0.16.0 released!
- Replies: 1
- Views: 4369
Re: v0.16.0 released!
Sweet!
- Tue Jun 07, 2011 9:26 pm
- Forum: General
- Topic: For your amusement: 80,000 physics objects simulation(video)
- Replies: 4
- Views: 7865
Re: For your amusement: 80,000 physics objects simulation(vi
Shouldn't be too hard
- Tue Jun 07, 2011 9:01 pm
- Forum: General
- Topic: For your amusement: 80,000 physics objects simulation(video)
- Replies: 4
- Views: 7865
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)
http://youtu.be/M2WNW8VRx6k
(the 720p version is better)
- Wed May 18, 2011 6:15 am
- Forum: Questions and Help
- Topic: DetectorVolume exception
- Replies: 5
- Views: 4027
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.
- Wed May 18, 2011 4:27 am
- Forum: Questions and Help
- Topic: DetectorVolume exception
- Replies: 5
- Views: 4027
Re: DetectorVolume exception
Cool, thanks - will pull that when it's ready.
- Wed May 18, 2011 2:50 am
- Forum: Questions and Help
- Topic: DetectorVolume exception
- Replies: 5
- Views: 4027
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:...
- Mon May 16, 2011 12:40 am
- Forum: Questions and Help
- Topic: StaticMesh penetration / collision problems
- Replies: 10
- Views: 7377
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...