Thanks very much for the explanation guys! These info are very useful...
Fax3D
Search found 22 matches
- Fri Dec 03, 2010 8:31 am
- Forum: Questions and Help
- Topic: Performance issue on Xbox
- Replies: 4
- Views: 3443
- Thu Dec 02, 2010 4:25 pm
- Forum: Questions and Help
- Topic: Performance issue on Xbox
- Replies: 4
- Views: 3443
Re: Performance issue on Xbox
Yes the objects are colliding many times each other... but it's only a performance test so in real situation this is not common. my space.SimulationSettings.CollisionResponse.Iterations is set to 8 and i've tried yet to enable multithreading , but the performance issue is still present. The only thi...
- Thu Dec 02, 2010 2:56 pm
- Forum: Questions and Help
- Topic: Performance issue on Xbox
- Replies: 4
- Views: 3443
Performance issue on Xbox
Hi Norbo, i've a strange problem with my engine. I create a simple scene with 15/20 convex hull entities (40/50 vertex each other) falling on the ground. All works great on windows, even if i increase the numer of object to 100/150. When i deploy the same code on Xbox, until each entity falls to sle...
- Wed Nov 24, 2010 3:38 pm
- Forum: Questions and Help
- Topic: Error in 14.3
- Replies: 5
- Views: 4061
Re: Error in 14.3
This is the code to extract vertices: private List<Vector3> GetVerticesModel(float p_Scale) { List<Vector3> _points = new List<Vector3>(); foreach (ModelMesh modelMesh in m_XnaModel.Meshes) { foreach (ModelMeshPart part in modelMesh.MeshParts) { VertexPositionNormalTextureBinormalTangent[] _vertices...
- Tue Nov 23, 2010 1:59 pm
- Forum: Questions and Help
- Topic: Error in 14.3
- Replies: 5
- Views: 4061
Re: Error in 14.3
Thanks very much, i solved my issue writing my own custom importer with a custom vertex!
Fax3D
Fax3D
- Thu Nov 18, 2010 2:03 pm
- Forum: Questions and Help
- Topic: Error in 14.3
- Replies: 5
- Views: 4061
Error in 14.3
Hi Norbo, i've just update to last 14.3 version and i started getting this error when i try to extract vertex data from an xna model: System.FormatException was unhandled Message=Unsupported vertex type in mesh. Source=BEPUphysics StackTrace: at BEPUphysics.DataStructures.TriangleMesh.AddMesh(ModelM...
- Thu Sep 03, 2009 3:04 pm
- Forum: Questions and Help
- Topic: Issue in 0.10.1
- Replies: 8
- Views: 5958
Re: Issue in 0.10.1
Hi Norbo, this is the detail of the exception... System.NullReferenceException was unhandled Message="Riferimento a un oggetto non impostato su un'istanza di oggetto." Source="BEPUphysics" StackTrace: in BEPUphysics.Entities.Entity.applyForces(Single dt, Single timeScale) in BEPU...
- Sat Aug 29, 2009 11:12 am
- Forum: Questions and Help
- Topic: Issue in 0.10.1
- Replies: 8
- Views: 5958
Issue in 0.10.1
Hi Norbo, i found an issue in some situation: when i call space.update() i get "Object not set on an instance of the object... try to use new keyword bla bla bla". This error doesn't appear after a specific action on physics, but sometimes appear... probabily in the update routines there's...
- Mon May 25, 2009 10:53 am
- Forum: Questions and Help
- Topic: Physical Object
- Replies: 1
- Views: 2818
Physical Object
Hi all, i've this strange problem: I create a set of CompoundBody made by a simple ConvexHull object, and all of theese CompoundBody are identical each other. If i create them as dynamic object all works fine, but if i create all as nonDynamic objects, only the first added object to the space works ...
- Thu May 21, 2009 10:23 am
- Forum: Questions and Help
- Topic: Raycasting...
- Replies: 3
- Views: 4856
Re: Raycasting...
Ok thank you guys, i try with the compound body's specialized rayTest method.
Fax3D
Fax3D
- Wed May 20, 2009 2:28 pm
- Forum: Questions and Help
- Topic: Raycasting...
- Replies: 3
- Views: 4856
Raycasting...
Hi all, I've a question regarding (Space).rayCast... imagine to have 5 cube aligned along X axis (or Z or Y it doesn't matter!). They are part of one compoundbody. When i perform a ray cast, if the ray transfix all five cubes (or in another words, all the lenght of the compound body) i receive only ...
- Thu May 14, 2009 10:22 am
- Forum: Questions and Help
- Topic: Facing two objects...
- Replies: 8
- Views: 6800
Re: Facing two objects...
Yes great, now all works good!
Thanks!
Fax3D
Thanks!
Fax3D
- Wed May 13, 2009 10:41 am
- Forum: Questions and Help
- Topic: Facing two objects...
- Replies: 8
- Views: 6800
Re: Facing two objects...
Ok, now it seems to work well but there's an issue: when i aplly the final rotation matrix to make the L and the wall facing perfectly, by doing (entity).orientationMatrix * R1 * R2, this is applied at the geometric center (or at mass center i don't know) of the L object!!! But to have a right behav...
- Tue May 12, 2009 9:58 am
- Forum: Questions and Help
- Topic: Facing two objects...
- Replies: 8
- Views: 6800
Re: Facing two objects...
Ok, now the first part works very well, i'm able to align the face flatly to the wall. The right code should be this: Vector3 _up = controller.colliderA.orientationMatrix.Up; Vector3 _right = controller.colliderA.orientationMatrix.Right; Vector3 _forward = controller.colliderA.orientationMatrix.Forw...
- Tue May 12, 2009 8:33 am
- Forum: Questions and Help
- Topic: Facing two objects...
- Replies: 8
- Views: 6800
Re: Facing two objects...
Hi Norbo, i writed the code, the things seem to be in the right direction but it's still not works very well. Take a look at this two screens: This is without any correction, just a cube shooted toward the wall with its own collision angle: http://img9.imageshack.us/my.php?image=beforer.jpg This app...