Search found 8 matches
- Wed Jan 18, 2012 1:37 pm
- Forum: Questions and Help
- Topic: Xbox 360 performance with ConvexHull
- Replies: 4
- Views: 4145
Re: Xbox 360 performance with ConvexHull
Arghhhhhhh! I'm so so so upset against myself. Since I was getting a new behavior, I decided to revert my changes back to where I was when we started this thread and rework solely on the lower vertices count model for my asteroid. I was still getting this weird lag and therefore looked at what was g...
- Wed Jan 18, 2012 11:30 am
- Forum: Questions and Help
- Topic: Xbox 360 performance with ConvexHull
- Replies: 4
- Views: 4145
Re: Xbox 360 performance with ConvexHull
I worked on the A. way: getting a lower vertice count on the model used to build the ConvexHullShape & using a cached ConvexHullShape, LocalInertiaTensor and Volume that I apply to a new Entity<ConvexCollidable<TransformableShape>> instance. I may do something wrong as I still get the initializa...
- Wed Jan 18, 2012 10:22 am
- Forum: Questions and Help
- Topic: Xbox 360 performance with ConvexHull
- Replies: 4
- Views: 4145
Re: Xbox 360 performance with ConvexHull
I would guess a much larger amount of time is spent initializing the entities- assuming, of course, that they are being made on the fly, not at load time. Initializing a complicated convex hull can be expensive, especially on the Xbox360. The inertia tensor generated by the convex hull won't match ...
- Tue Jan 17, 2012 10:11 am
- Forum: Questions and Help
- Topic: Xbox 360 performance with ConvexHull
- Replies: 4
- Views: 4145
Xbox 360 performance with ConvexHull
Hi, I'm currently working on Ace on Steroids, an Astreroids clone using the Indiefreaks Game Framework which goals aims to create a set of tutorials explaining how to make a game from scratch with the framework, its SunBurn engine core component and obviously BEPUPhysics. You can see the current sta...
- Wed Oct 05, 2011 10:18 pm
- Forum: Questions and Help
- Topic: Determining Sender & Other in InitialCollisionDetected event
- Replies: 2
- Views: 2394
Re: Determining Sender & Other in InitialCollisionDetected e
Thanks for the kind words on IGF. You did a tremendous job with BEPUPhysics too ;) I have now a better understanding on the event handling stuff. I also looked at the lib internal behavior and I believe I got it how it works. You probably right, it is safer to modify the state outside of the Space.U...
- Wed Oct 05, 2011 8:08 pm
- Forum: Questions and Help
- Topic: Determining Sender & Other in InitialCollisionDetected event
- Replies: 2
- Views: 2394
Determining Sender & Other in InitialCollisionDetected event
Hi, I'm currently working on a default implementation of BEPUPhysics in my framework (IGF for SunBurn http://igf.codeplex.com) Question I: Sender & Other identification As part of it, I'm hooking the Entity.CollisionInformation.Events.InitialCollisionDetected event and I'm wondering in the handl...
- Sat Aug 20, 2011 11:53 pm
- Forum: Questions and Help
- Topic: Changing Entity prefabs at runtime
- Replies: 3
- Views: 3821
Re: Changing Entity prefabs at runtime
Thank you Norbo for these precious information. They'll help me define the best design for my framework. You cleared most of my points and I'll keep you posted on my progress 
Thank you also for providing us with this great physics engine. Kick a** :p

Thank you also for providing us with this great physics engine. Kick a** :p
- Fri Aug 19, 2011 10:43 pm
- Forum: Questions and Help
- Topic: Changing Entity prefabs at runtime
- Replies: 3
- Views: 3821
Changing Entity prefabs at runtime
Hi, I'm currently working on a BEPUPhysics Manager for my framework (the Indiefreaks Game Framework http://igf.codeplex.com) for the SunBurn engine to replace the built in Collision system. My goal is to provide a simple to use API that wraps most of the BEPUPhysics required processes so that SunBur...