Search found 35 matches

by cjhazard
Tue Oct 23, 2012 10:19 pm
Forum: Questions and Help
Topic: MethodAccessException on Xbox only
Replies: 3
Views: 2936

Re: MethodAccessException on Xbox only

Hi Norbo. Maybe it's some sort of strange reference/version confusion; it's not clear how that would cause this exception, though- I'd assume there would need to be an external library not yet recompiled expecting an older, public access modifier. I'm using the latest BEPU source which is integrated...
by cjhazard
Tue Oct 23, 2012 4:08 pm
Forum: Questions and Help
Topic: MethodAccessException on Xbox only
Replies: 3
Views: 2936

Re: MethodAccessException on Xbox only

Update: It appears it's trying to call the wrong OnAdditionToSpace method (but only on the Xbox?!?!). So basically it's trying to call the 'protected' method rather than the explicit one. Seems like a C# bug to me rather than a BEPU one. I think maybe I'll have to rename... protected virtual void On...
by cjhazard
Tue Oct 23, 2012 3:51 pm
Forum: Questions and Help
Topic: MethodAccessException on Xbox only
Replies: 3
Views: 2936

MethodAccessException on Xbox only

I'm pulling my hair out with this one, and it might be to do with my understanding of the C# language more than anything but I thought this the best place to ask... I've basically modified the CharacterController class so it derives from Cylinder rather than holding reference to one internally, whic...
by cjhazard
Wed Oct 03, 2012 9:30 pm
Forum: Questions and Help
Topic: Raycast wheel falling through terrain
Replies: 5
Views: 5015

Re: Raycast wheel falling through terrain

Thanks Norbo. I was aware from reading other posts previously that tiny scales (and very large scales) can cause issues... I just didn't realise my car was quite so small! LOL! Anyway, it's almost all good now, but I think my maths is a bit off when calculating the wheel offset for the suspension se...
by cjhazard
Wed Oct 03, 2012 11:39 am
Forum: Questions and Help
Topic: Vehicle wheels latency/horizontal shift
Replies: 1
Views: 1917

Re: Vehicle wheels latency/horizontal shift

Turns out it was down to where I was updating the World transform of the wheel model as suspected. Problem solved!!
:D
by cjhazard
Wed Oct 03, 2012 10:27 am
Forum: Questions and Help
Topic: Vehicle wheels latency/horizontal shift
Replies: 1
Views: 1917

Vehicle wheels latency/horizontal shift

Images will probably describe this issue better than words... This is the vehicle at rest... http://www.greedygoblinsoftware.co.uk/Dev/Capture6.png And this happens when I accelerate... (actually I'm going backwards in this shot below) http://www.greedygoblinsoftware.co.uk/Dev/Capture7.png Why do th...
by cjhazard
Wed Oct 03, 2012 9:46 am
Forum: Questions and Help
Topic: Raycast wheel falling through terrain
Replies: 5
Views: 5015

Re: Raycast wheel falling through terrain

Excellent stuff! I increased the scale of my car (it was VERY small) and it seems to have cured the problem. What you said made perfect sense.

However, I've noticed another issue which I'll post in a separate thread.

Thanks again! :D
by cjhazard
Tue Oct 02, 2012 9:57 pm
Forum: Questions and Help
Topic: Raycast wheel falling through terrain
Replies: 5
Views: 5015

Re: Raycast wheel falling through terrain

Wow! Quick reply or what!

Thanks Norbo, that seems the likely culprit to me. I'll try it out tomorrow and let you know... laptop battery almost dead. :D
by cjhazard
Tue Oct 02, 2012 9:26 pm
Forum: Questions and Help
Topic: Raycast wheel falling through terrain
Replies: 5
Views: 5015

Raycast wheel falling through terrain

I am using the BEPU vehicle with raycast wheels. Occasionally some or all of the wheels will fall through the terrain... http://www.greedygoblinsoftware.co.uk/Dev/Capture5.png I'm not sure if it's to do with the scale of the vehicle/wheels or the mass (increasing the mass seems to make it happen mor...
by cjhazard
Wed Jul 18, 2012 8:25 pm
Forum: Questions and Help
Topic: Collision of Cylinder isn't precisely
Replies: 9
Views: 7185

Re: Collision of Cylinder isn't precisely

Thanks for the highly informative answer. It helps just to know that this is not unexpected behaviour (I can work with that) and not simply something I'm doing wrong. By fiddling around with settings (I tried out the DefaultMargin one) a bit more I've managed to virtually eliminate it, but I like th...
by cjhazard
Wed Jul 18, 2012 12:48 pm
Forum: Questions and Help
Topic: Collision of Cylinder isn't precisely
Replies: 9
Views: 7185

Re: Collision of Cylinder isn't precisely

Hi again Norbo. I modified the PyramidDemo (I'm using v1.1 of BEPU physics by the way) to include a cylinder which I can make 'jump' by pressing the 'J' key. If the jump is large enough (although it's not MASSIVE) I can still observe the penetration behaviour. This is the new code for the pyramid de...
by cjhazard
Wed Jul 18, 2012 10:45 am
Forum: Questions and Help
Topic: Collision of Cylinder isn't precisely
Replies: 9
Views: 7185

Re: Collision of Cylinder isn't precisely

Thanks Norbo... I should have thought to try it with the demos first! I'm sure it's probably something dumb I'm doing... or not doing!

I'll let you know how I get on.
by cjhazard
Tue Jul 17, 2012 10:29 pm
Forum: Questions and Help
Topic: Collision of Cylinder isn't precisely
Replies: 9
Views: 7185

Re: Collision of Cylinder isn't precisely

Hi Norbo. I too am having problems with penetration. I've tried adjusting the scale, settings, time step etc. to no avail (actually setting the time-step to something very small e.g. 1/300 seems to improve things somewhat but that seems too small a setting to me). The problem seems to occur when an ...
by cjhazard
Wed Feb 01, 2012 9:37 am
Forum: Questions and Help
Topic: Debug Drawer bug??
Replies: 2
Views: 2739

Re: Debug Drawer bug??

Thanks Norbo. It's no big deal and your recommendation is fine, so I would also prefer you doing nothing so as not to unknowingly break something else.

I just thought I would point it out in case it was something not known about.
by cjhazard
Tue Jan 31, 2012 3:03 pm
Forum: Questions and Help
Topic: Debug Drawer bug??
Replies: 2
Views: 2739

Debug Drawer bug??

Hi Norbo. Don't know if anyone else has found this (I couldn't find it anywhere on the forums). If I set: Space.BufferedStates.Enabled = true; The debug drawer no longer updates when entities move, so it just looks like the debug meshes remain static. The actual physics mesh is ok though. Thanks.