Search found 41 matches
- Sat Nov 15, 2014 7:43 am
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
I tried to remove entitymover from the Space but I get an exception. I tried to null Entity property but I get an exception. I tried to deactivate entitymover.linearmotor but it reenable itself since Entity is a dynamic object. Could you explain the mass-ratio potential issue? I'm writing from the p...
- Thu Nov 13, 2014 1:12 pm
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
Ok, I've build a slot car with a box, 4 cylinders (wheels) and a paddle (deformed cylinder). the wheels are joined to the box with a RevoluteJoint. the paddle is joined with a RevoluteJoint and it isn't affected by gravity. the paddle/track collision are disabled. But my first result isn't as expect...
- Thu Nov 13, 2014 12:40 pm
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
(but why youtube code doesn't works?) If I remember correctly, the tag expects a full youtube.com url as opposed to a shortener. My fault. I haven't turned off "ActiveX filtering for this website :P I finished the path following engine. I have implemented change-lane too. I "cut" the...
- Mon Nov 10, 2014 11:13 am
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
^_^ Ok, I found a solution for the point-jump issue, but I don't know if it's the better one. mover.LinearMotor.Settings.Servo.SpringSettings.Damping = 0; mover.LinearMotor.Settings.Servo.SpringSettings.Stiffness = float.MaxValue; rotator.AngularMotor.Settings.Servo.SpringSettings.Stiffness = float....
- Mon Nov 10, 2014 10:58 am
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
Third step: now I may accelerate/decelerate/brake :) Just adding a multiplyer: movingTimer += (float)gameTime.ElapsedGameTime.TotalSeconds * accelerationScale ; But I noticed that if the speed is too high, the entity "cut" the path, jumping some points. Here the video: http://www.youtube.c...
- Mon Nov 10, 2014 10:28 am
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Re: Path Following
Ok, I changed the "speed time" of the controlpoints using the distance %, and it works a lot better :) Now the movement is "linear" and independent from the point density (a lot higher for curves). Also I have to multiply the distance % (0-1) by 100 in order to get a valid result...
- Mon Nov 10, 2014 9:46 am
- Forum: Questions and Help
- Topic: Path Following
- Replies: 10
- Views: 6753
Path Following
Since I'm rewriting my "slot car" game from the beginning, I'm trying your suggestion here: http://www.bepu-games.com/forum/viewtopic.php?f=4&t=1835#p10763 I implemented the path following, so now the "paddle" follow the rail slot path. But I don't understand how to control t...
- Wed Nov 05, 2014 6:59 pm
- Forum: Questions and Help
- Topic: Question about physics unit :)
- Replies: 5
- Views: 4178
Re: Question about physics unit :)
Also, for keeping a slot car in a slot, it may be better to use a dedicated constraint that pulls the car around (like a SingleEntityLinear/AngularMotor) rather than a colliding object. This would reduce the update rate requirements a little and make it less sensitive to fine details of collision d...
- Wed Nov 05, 2014 7:58 am
- Forum: Questions and Help
- Topic: Question about physics unit :)
- Replies: 5
- Views: 4178
Re: Question about physics unit :)
Another important thing that I forgot to mention is the siz of the "slot", where the "paddle" of the slot-car should be inserted, in order to drive the car through the track. the paddle is a deformed cylinder, like the central image: http://openwetware.org/images/e/ee/Dimerofcyli...
- Tue Nov 04, 2014 9:13 am
- Forum: Questions and Help
- Topic: Question about physics unit :)
- Replies: 5
- Views: 4178
Question about physics unit :)
I restarted to work on my "old" slot-car game. I would like to know if the unit size that I'm using are ok. Here the "real" size of a car: * Length 150mm = 0.15m * Width 64mm = 0.064m * Weight 90gr = 0.09Kg * Wheel diameter 21mm = 0.021m * Wheel width 11mm = 0.011m In order to st...
- Wed Oct 22, 2014 7:12 am
- Forum: Questions and Help
- Topic: TwistLimit
- Replies: 3
- Views: 3276
Re: TwistLimit
Ok, but the constructor takes this parameters: public TwistLimit(Entity connectionA, Entity connectionB, Vector3 axisA, Vector3 axisB, float minimumAngle, float maximumAngle) { ConnectionA = connectionA; ConnectionB = connectionB; SetupJointTransforms(axisA, axisB); MinimumAngle = minimumAngle; Maxi...
- Tue Oct 21, 2014 12:17 pm
- Forum: Questions and Help
- Topic: TwistLimit
- Replies: 3
- Views: 3276
TwistLimit
I think that BEPUphysics.Constraints.TwoEntity.JointLimits.TwistLimit constraint class, doesn't have some properties (like other Joints have).
You can set the axis only using the constructor, since there are no LocalAxisA, LocalAxisB, WorldAxisA, WorldAxisB properties.
is it correct?
You can set the axis only using the constructor, since there are no LocalAxisA, LocalAxisB, WorldAxisA, WorldAxisB properties.
is it correct?
- Fri Oct 17, 2014 9:15 am
- Forum: Questions and Help
- Topic: PropertyBlendMethod
- Replies: 1
- Views: 2378
PropertyBlendMethod
I'm updating my engine, with the lastest BEPU release. And I'm getting some strange "effect" :P I noticed that the MaterialManager lost some functions. May I know why? Actually there's only a default blender, which give as result a multply between material factors: Bounciness = a.bouncines...
- Thu Oct 16, 2014 7:51 am
- Forum: Questions and Help
- Topic: float vs double
- Replies: 1
- Views: 2563
float vs double
I saw that there's a fork with double type.
But what's the main difference? I mean, why the main release doesn't use double type? is there some potential-issue with it?
Also, is it possible to have the .fx of the instancedEffect ? (the one inside resources.resx into DebugDrawer project)
But what's the main difference? I mean, why the main release doesn't use double type? is there some potential-issue with it?
Also, is it possible to have the .fx of the instancedEffect ? (the one inside resources.resx into DebugDrawer project)
- Tue Nov 13, 2012 8:37 am
- Forum: Questions and Help
- Topic: Slot Car Game
- Replies: 25
- Views: 14827
Re: Slot Car Game
Great!