Search found 172 matches

by snoozbuster
Sat Aug 30, 2014 11:39 pm
Forum: Questions and Help
Topic: Un-Signing BEPU's Assembly
Replies: 5
Views: 2891

Re: Un-Signing BEPU's Assembly

I'd like to warn you that you're going to run into trouble when using operators on the two types. For example: new Microsoft.Xna.Framework.Vector3(0, 1, 0) + new BEPUutilities.Vector3(1, 0, 0) Will cause the compiler to complain about "ambiguous +"; it doesn't know whether to convert the XNA vector ...
by snoozbuster
Sat Aug 30, 2014 7:09 am
Forum: Questions and Help
Topic: Finding the CharacterController in 1.3.0
Replies: 2
Views: 1722

Re: Finding the CharacterController in 1.3.0

Norbo wrote:In the more recent source versions, I cleaned it up and moved it into the main library.
Oh, I'm glad to see this will be included with the next release!
by snoozbuster
Sat Aug 30, 2014 3:40 am
Forum: Questions and Help
Topic: Not sure how to improve performance
Replies: 6
Views: 2353

Re: Not sure how to improve performance

I got raycasting working, but noticed a slightly different problem: I save the last support found by the support finder so that when the character falls off the edge of the world, I can take the position of that support and spawn the character above it. When the support is a CompoundBody, though, yo...
by snoozbuster
Sat Aug 30, 2014 2:43 am
Forum: Questions and Help
Topic: Not sure how to improve performance
Replies: 6
Views: 2353

Re: Not sure how to improve performance

If it's still taking more than a handful of milliseconds, I recommend trying to reproduce the issue in the BEPUphysicsDemos to narrow it down. Oh, no no, the creation is working fine; the runtime performance isn't noticeably faster. At one or two worlds (each the 32x32x8 grid mentioned) it's fine, ...
by snoozbuster
Fri Aug 29, 2014 7:01 am
Forum: Questions and Help
Topic: Not sure how to improve performance
Replies: 6
Views: 2353

Re: Not sure how to improve performance

I took a look into it and I had a pretty serious loop problem that resulted in me creating like 2000 CompoundBodies. After fixing that and getting rendering to work, it seems to work alright; unfortunately I can't see a significant performance boost, and raycasting doesn't work; I don't remember if ...
by snoozbuster
Fri Aug 29, 2014 4:23 am
Forum: Questions and Help
Topic: Not sure how to improve performance
Replies: 6
Views: 2353

Re: Not sure how to improve performance

Shenanigans are afoot- the construction time for a 2300-box CompoundBody should be around 2-6 milliseconds, not a minute. Maybe I was doing something wrong, then, wouldn't be surprised. I'll look into that and StaticGroup and see what I can come up with! Come to think of it, it may have been the Se...
by snoozbuster
Fri Aug 29, 2014 4:22 am
Forum: Questions and Help
Topic: CharacterController from demos has jumping deficiency
Replies: 7
Views: 3285

Re: CharacterController from demos has jumping deficiency

The ViewDirection is used to compute a HorizontalViewDirection and StrafeDirection based on the Down direction. It does this by projecting the ViewDirection onto a plane defined by the Down direction, so any component of the ViewDirection along Down will be removed. Yeah, I figured that might be th...
by snoozbuster
Thu Aug 28, 2014 4:17 am
Forum: Questions and Help
Topic: Not sure how to improve performance
Replies: 6
Views: 2353

Not sure how to improve performance

So, in this game I'm tinkering with, I basically have a simple voxel engine set up. This is all fine, but BEPU doesn't really appreciate 2300 Box entities all right up next to each other. Well, it can handle 2300, but then when you add another set of 2300, and another... It starts slowing down from ...
by snoozbuster
Wed Aug 27, 2014 11:32 pm
Forum: Questions and Help
Topic: CharacterController from demos has jumping deficiency
Replies: 7
Views: 3285

Re: CharacterController from demos has jumping deficiency

Careful- a view matrix typically refers to the transform which pulls objects from world space into camera space, which means it is the inverse of the camera's world matrix. You're right, I actually had to do the negative of the view matrix. I did learn that the view is the inverse of the world rece...
by snoozbuster
Wed Aug 27, 2014 1:04 pm
Forum: Questions and Help
Topic: CharacterController from demos has jumping deficiency
Replies: 7
Views: 3285

Re: CharacterController from demos has jumping deficiency

I figured it out, thought you might like to know what the problem was. Basically, at the end of CharacterControllerInput.Update() we have the line CharacterController.ViewDirection = Camera.WorldMatrix.Forward, but my camera doesn't use the world matrix, just a view matrix. So, ViewDirection was alw...
by snoozbuster
Tue Aug 26, 2014 1:41 am
Forum: Questions and Help
Topic: CharacterController from demos has jumping deficiency
Replies: 7
Views: 3285

Re: CharacterController from demos has jumping deficiency

One possible culprit would be a CharacterController.Down direction that isn't aligned with gravity. That was my first reaction too, but I didn't think it was that (although I guess I never checked). I went to go check, but apparently I never got around to it because I came back and this post was st...
by snoozbuster
Mon Aug 25, 2014 10:33 am
Forum: Questions and Help
Topic: CharacterController from demos has jumping deficiency
Replies: 7
Views: 3285

CharacterController from demos has jumping deficiency

I took the CharacterContoller from the demos and modified it a bit to offset the camera to an isometric-type view, which worked great, but I have a strange problem when I try to jump along the positive Y-axis: the jump is about half as powerful as it should be. It also tends to "stick" on neighborin...
by snoozbuster
Fri Feb 21, 2014 4:17 am
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 16309

Re: v1.3.0 released!

I believe that was removed in v1.3.0. The removal is part of an ongoing concretization of the API. Slowly, unnecessary degrees of abstraction are being pruned away to leave a simpler core. That's good. I mean, having ISpace was a decent idea, but I doubt anyone is going to implement their own Space...
by snoozbuster
Fri Feb 21, 2014 4:16 am
Forum: Questions and Help
Topic: Best way to convert XNA project to use BEPU math?
Replies: 2
Views: 1625

Re: Best way to convert XNA project to use BEPU math?

Should I add implicit casting operators to the more common BEPU math classes (Quaternion and Vector3, I'm looking at you)? Of the ways which involve interoperation between different math libraries, this one tends to be the most transparent. It's generally easiest for users who don't want to use BEP...
by snoozbuster
Wed Feb 19, 2014 5:43 am
Forum: Questions and Help
Topic: Best way to convert XNA project to use BEPU math?
Replies: 2
Views: 1625

Best way to convert XNA project to use BEPU math?

I think the title basically says it all. I have an XNA project, downloaded the XNA fork (I think), and now all my math is broken. What's the best way to go about fixing it? Should I switch entirely to BEPU math and only do XNA conversions when I need to make framework calls? Should I add implicit ca...