Search found 20 matches

by speciesUnknown
Tue Nov 01, 2011 11:19 am
Forum: Questions and Help
Topic: tank rears up as it accelerates
Replies: 1
Views: 1874

tank rears up as it accelerates

Hey, i have a tank with a suspension. It's derived from the tankinput class in the demos. Here is the code I use for setup: public BepuTankInput(Vector3 position, ConvexHull shape, Space owningSpace) { this.Space = owningSpace; RigidTransform t = RigidTransform.Identity; // shape.CollisionInformatio...
by speciesUnknown
Thu Oct 20, 2011 6:32 pm
Forum: Questions and Help
Topic: Toolbox.GetConvexHull slower in release mode than debug
Replies: 6
Views: 3822

Re: Toolbox.GetConvexHull slower in release mode than debug

The new code is a lot faster, its far closer to what I was expecting originally, in particular, a release build w/o debugger attached is as I would expect.

Great job norbo, bepu is getting better and better with your attention.
by speciesUnknown
Mon Oct 17, 2011 4:17 pm
Forum: Questions and Help
Topic: Toolbox.GetConvexHull slower in release mode than debug
Replies: 6
Views: 3822

Re: Toolbox.GetConvexHull slower in release mode than debug

I'll try out the new build in a few minutes, but first, here are the two meshes Im using. Note that I'm creating seperate convex hulls for each submesh, because objects in my game must be articulated. In each case, I'm making a seperate convex hull out of the body, turret and barrel. The tank: http:...
by speciesUnknown
Fri Oct 14, 2011 4:14 am
Forum: Questions and Help
Topic: Toolbox.GetConvexHull slower in release mode than debug
Replies: 6
Views: 3822

Toolbox.GetConvexHull slower in release mode than debug

This is a very odd thing. This method is slower in release mode, but not so in debug. I have no idea why. I am using the default settings for optimisation and have not modified anything in the project files for either my game project or BEPU, so, what could be causing these issues? Here is a console...
by speciesUnknown
Fri Oct 07, 2011 8:46 pm
Forum: Questions and Help
Topic: Optimising a set of convex hulls on a terrain
Replies: 9
Views: 5323

Re: Optimising a set of convex hulls on a terrain

I found the problem, after a bit of trickery. Rather than trying to work out where the collision rules were calculated from a top down perspective, i worked bottom up, adding breakpoints in CollisionRules, and added a get/set wrapper around CollisionRules.specific (which was being accessed directly)...
by speciesUnknown
Fri Oct 07, 2011 7:00 pm
Forum: Questions and Help
Topic: Optimising a set of convex hulls on a terrain
Replies: 9
Views: 5323

Re: Optimising a set of convex hulls on a terrain

I've tried a couple of things, and I still find that convex hulls on a height map are very slow. I have a test scene, with 128 turret emplacements (3 convex hulls each) and one vehicle. My height map is 128x128. I've set all my convex hulls to kinematic, except for a single hull on the vehicle; the ...
by speciesUnknown
Thu Oct 06, 2011 2:04 am
Forum: Questions and Help
Topic: Optimising a set of convex hulls on a terrain
Replies: 9
Views: 5323

Re: Optimising a set of convex hulls on a terrain

How would I use collision rules to prevent bodies from contacting each other? What i've done is to create a single collision group for all static scenery objects (my height map, walls, trees, etc) and to create a collision group for individual entities. I've read the PDF on collision rules, but it d...
by speciesUnknown
Sat Oct 01, 2011 2:31 am
Forum: Questions and Help
Topic: Optimising a set of convex hulls on a terrain
Replies: 9
Views: 5323

Re: Optimising a set of convex hulls on a terrain

I never thought of disabling turret vs. terrain contacts - although it seems obvious now. You need to take the results of a deep profiling with a pinch of salt. Some things take orders of magnitude longer with an intrusive profiler than without. I have done some deep profiling of my test level, usin...
by speciesUnknown
Fri Sep 30, 2011 12:57 pm
Forum: Questions and Help
Topic: Optimising a set of convex hulls on a terrain
Replies: 9
Views: 5323

Optimising a set of convex hulls on a terrain

Hi, Most of the objects in my game use a convex hull, and I'm using a heightmap terrain. When I add a considerable number of turret emplacements to the level, I get a lot of slowdown. I've profiled my application, and the most intensive part of the code is the physics. My current terrain is 128^2 in...
by speciesUnknown
Wed Sep 07, 2011 3:37 am
Forum: Questions and Help
Topic: Rotate convex hull around the origin of its input data
Replies: 3
Views: 3514

Re: Rotate convex hull around the origin of its input data

woohoo! Ahem. excuse me... It works for the turret, in all positions of rotation and with the whole vehicle moving around. Tomorrow, I'll have a crack at the slightly more complex barrel, which is relative to the turret and has an even more eccentric point of origin(one end). Norbo, thanks for the h...
by speciesUnknown
Wed Sep 07, 2011 2:56 am
Forum: Questions and Help
Topic: Rotate convex hull around the origin of its input data
Replies: 3
Views: 3514

Re: Rotate convex hull around the origin of its input data

Thanks, this is an approach I didnt yet think of. I'll try to make this work.
by speciesUnknown
Wed Sep 07, 2011 2:25 am
Forum: Questions and Help
Topic: Rotate convex hull around the origin of its input data
Replies: 3
Views: 3514

Rotate convex hull around the origin of its input data

Hi, I have two convex hulls, both of which are created from data which is also used to render the turning part and the barrel part on a turret. I have correctly positioned and rotated the visible version of the turret and barrel, but I can't correctly position the physics parts. What happens is that...
by speciesUnknown
Mon Aug 22, 2011 2:44 pm
Forum: General
Topic: The new character controller - in use in my LD21 entry!
Replies: 1
Views: 4803

The new character controller - in use in my LD21 entry!

Whats up, abusers of Newtonian physics, I used the new character controllers in my ludumdare entry. http://www.ludumdare.com/compo/ludum-dare-21/?action=preview&uid=865 Find the blue key and open the exit door to escape. Don't fall in the lava. Sadly I didn't get the graphics finished, so the te...
by speciesUnknown
Fri Aug 05, 2011 2:41 pm
Forum: Questions and Help
Topic: ballistics.
Replies: 2
Views: 2408

Re: ballistics.

I did this just the other day. My projectiles are simulated using gravity and drag (relative to their direction of motion). I'm using an object pool with swap/decrement object removal semantics. I extended the default BEPU Space class so I could do accelerated raycasts on a large number of projectil...
by speciesUnknown
Thu Aug 04, 2011 7:40 am
Forum: Questions and Help
Topic: Motors and attachment points?
Replies: 4
Views: 3292

Re: Motors and attachment points?

So how would I use a motor on these two bodies? I've looked through the interfaces of the various motors and cant see how to deal with the offset between bodies. It seems like the best option would be to use the servo mode of a motor to rotate the turret of the vehicle. What would the code look like...