Search found 20 matches
- 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...
- 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.
Great job norbo, bepu is getting better and better with your attention.
- 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:...
- 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...
- 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)...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...