Search found 10 matches

by nindim
Tue Jan 20, 2009 7:23 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Re: Multithreaded physics

As far as I remember they weren't from the shutdown, they were from the point in the demo where all the boxes were on top of each other. I can imagine that the update time would be increased in this instance as you have many objects colliding at once. The thing I find most strange though is that the...
by nindim
Mon Jan 19, 2009 7:45 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Re: Multithreaded physics

Thanks very much for posting the example code, I have been really busy so I haven't had a chance to try it untill now! I have ran your example threading game on my 360 and I still seem to be experiencing the stuttering. I printed out the delta time values being used each time the thread loops and it...
by nindim
Tue Nov 25, 2008 6:53 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Re: Multithreaded physics

Ok, so I've printed out the value for elapsedTime whilst running in debug, herer is the ouput (in seconds): Elapsed Time: 0.0010151 Elapsed Time: 0.0046922 Elapsed Time: 0.0002091 Elapsed Time: 0.0001789 Elapsed Time: 0.0002514 Elapsed Time: 0.000194 Elapsed Time: 0.000321 Elapsed Time: 0.0002616 El...
by nindim
Tue Nov 25, 2008 2:14 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Re: Multithreaded physics

Hmm, well the code you gave me works much more smoothly on the PC, but it is still stuttering very badly on the 360. Even on the PC it does not seem as smooth or as consistent as the single threaded update method. It looks like the problem before came from the fact that my StopWatch code was only co...
by nindim
Mon Nov 24, 2008 10:30 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Re: Multithreaded physics

Hmm, I have tried what you suggested using System.Diagnostics.StopWatch to measure the time elapsed (I'm not sure if this was accurate enough though as a lot of the time the time elapsed in milliseconds was 0. I tried to rectify this by checking if time elapsed was greater than 0, if it is not keep ...
by nindim
Sat Nov 22, 2008 12:49 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18774

Multithreaded physics

I have noticed that in the new version you metion that parts of the engine are now thread safe: "-Buffered states for momentum and velocity, along with improvements to the previously added buffered states, now provide thread safe entity access. -Common engine access points now thread safe."...
by nindim
Fri Nov 07, 2008 12:55 am
Forum: Questions and Help
Topic: BEPU Physics and FixedTimeStep
Replies: 4
Views: 3940

Re: BEPU Physics and FixedTimeStep

I may wait for 0.7.0 then :) Ideally my framerate will never dip below 60, but you know how that usually goes ;)
by nindim
Fri Nov 07, 2008 12:54 am
Forum: Questions and Help
Topic: XNA 3.0 compatibility
Replies: 3
Views: 3835

Re: XNA 3.0 compatibility

Ah, that sounds great, just in time for Community games as well, not that I have anything to put on it,I'm still in the testing stage and haven't even really gotten my feet wet with the physics side of things, just a little moist so far! A new broadphase? That sounds cool, can we look forward to any...
by nindim
Thu Nov 06, 2008 10:39 pm
Forum: Questions and Help
Topic: BEPU Physics and FixedTimeStep
Replies: 4
Views: 3940

Re: BEPU Physics and FixedTimeStep

I take it you are referring to an insatnce where the framerate exceeds 60fps (In the case of not v-syncing)? What about if the framerate dips below 60, simply because you're doing too much rendering or effects or whatever. In that case I wouldn't want to do multiple physics simulations per frame, i ...
by nindim
Thu Nov 06, 2008 2:41 pm
Forum: Questions and Help
Topic: XNA 3.0 compatibility
Replies: 3
Views: 3835

XNA 3.0 compatibility

Hi there, I was using BEPUphysics with a combination of XNA 2.0 and 3.0 beta installed on my system, I was able to deploy to 360 and everything was fine. Since XNA 3.0 went final though, I decided to remove XNA 2.0 and move development to XNA 3.0. Everything seems to work fine except for when I try ...