Very cool. It's great to see how Bepu keeps improving.
I won't be able to integrate these changes for a few weeks but I am definitely looking forward to it.
Search found 69 matches
- Sat Oct 19, 2013 6:18 am
- Forum: Suggestions
- Topic: ConvexHullShape that takes pre-centered vertices
- Replies: 6
- Views: 29211
- Fri Oct 18, 2013 8:34 pm
- Forum: Suggestions
- Topic: ConvexHullShape that takes pre-centered vertices
- Replies: 6
- Views: 29211
Re: ConvexHullShape that takes pre-centered vertices
Thanks for the detailed and informative response, as always. Eliminating the copy for ConvexHullShapes isn't nearly as much of an issue if I can share the shapes as you explained. I'll dig into that some more, I'm sure you are right as usual on that. It would still be nice to have the resourced data...
- Fri Oct 18, 2013 6:44 pm
- Forum: Questions and Help
- Topic: Trouble with fast bullets
- Replies: 6
- Views: 5654
Re: Trouble with fast bullets
Thanks for clearing this up for me. I think for my situation, I'll convert from NoSolver to Normal. I need the impact/contact data anyway, so this seems like the way to go even though I immediately destroy the projectile after the impact occurs. For some reason I was thinking the NoSolver would stil...
- Fri Oct 18, 2013 6:51 am
- Forum: Questions and Help
- Topic: Trouble with fast bullets
- Replies: 6
- Views: 5654
Re: Trouble with fast bullets
A pair will only undergo CCD testing if it passes the MotionSettings.CCDFilter. That is definitely the case for me. I have an elaborate set of collision group rules set up to optimize interactions across a variety of types of objects, and one of them is a CollisionGroupPair for projectiles and thei...
- Fri Oct 18, 2013 6:27 am
- Forum: Suggestions
- Topic: ConvexHullShape that takes pre-centered vertices
- Replies: 6
- Views: 29211
Re: ConvexHullShape that takes pre-centered vertices
That's great, Norbo. Thanks! I have some comments in regard to the use of preprocessed (and never modified in this case) data such as the localSurfaceVertices. I will go out on a limb and say that I think it would be a good goal for Bepu in general to consider and support when possible the optimal u...
- Thu Oct 17, 2013 4:42 am
- Forum: Questions and Help
- Topic: Trouble with fast bullets
- Replies: 6
- Views: 5654
Re: Trouble with fast bullets
Hi, thanks for the response. I'm definitely setting the PositionUpdateMode to Continuous. Prior to switching this from the default, bullets were missing static world/map geometry and now they hit it reliably. The problem I'm having seems to be related to the sphere hitting a convex shape. The target...
- Thu Oct 17, 2013 1:39 am
- Forum: Questions and Help
- Topic: Trouble with fast bullets
- Replies: 6
- Views: 5654
Trouble with fast bullets
Hi Norbo, I've recently added shooting very fast sphere bullets to my game. They have CCD turned on, and hit the static map level reliably. The problem I am having is with hitting dynamic objects - collisions are sometimes not being detected. In this case, the bullet sphere and a convex hull. As I d...
- Wed Oct 16, 2013 10:09 pm
- Forum: Suggestions
- Topic: ConvexHullShape that takes pre-centered vertices
- Replies: 6
- Views: 29211
ConvexHullShape that takes pre-centered vertices
Hi Norbo, I recently added support for ConvexHullShape objects to my asset pipeline and it appears there is currently no way in Bepu (at least in my version, which I think is current in this regard) to create a ConvexHullShape without having it do a number of one-time calculations that seem better s...
- Sun Sep 29, 2013 5:21 am
- Forum: Questions and Help
- Topic: Scene.ThreadManager and Dispose
- Replies: 4
- Views: 4652
Re: Scene.ThreadManager and Dispose
Thanks, appreciate the info.
- Sun Sep 29, 2013 5:19 am
- Forum: Suggestions
- Topic: Raycast with filter additional filterdata parameter
- Replies: 4
- Views: 25007
Re: Raycast with filter additional filterdata parameter
Understood. Thanks for taking the time to review my suggestion. I can appreciate not wanting to change the API for such a small thing.
- Sat Sep 28, 2013 8:45 pm
- Forum: Questions and Help
- Topic: Scene.ThreadManager and Dispose
- Replies: 4
- Views: 4652
Re: Scene.ThreadManager and Dispose
Thanks Norbo I'll try to update code soon. I'm a bit nervous about switching from the original XNA to the dependency free/main branch.. do you expect the dependency free version to generally work with XNA (it is dependency free after all..)? Perhaps with the debug draw stuff missing? Not sure what t...
- Sat Sep 28, 2013 8:37 pm
- Forum: Suggestions
- Topic: Raycast with filter additional filterdata parameter
- Replies: 4
- Views: 25007
Re: Raycast with filter additional filterdata parameter
Thanks for the reply. I was looking at using closures, but they would generate garbage unless I take care to prepare and maintain a collection of unique closures that allow me to store the extra data required by the filter. Preventing garbage is really the core motivation behind adding the extra par...
- Sat Sep 28, 2013 6:48 am
- Forum: Suggestions
- Topic: Raycast with filter additional filterdata parameter
- Replies: 4
- Views: 25007
Raycast with filter additional filterdata parameter
Hi Norbo, I recently came across a problem while using Space.RayCast that was best solved by adding an additional "object filterContext" parameter to Space.RayCast, Space.ConvexCast, and all dependent code. Having the extra filterContext passed down to the user provided filter method allow...
- Sat Sep 28, 2013 5:18 am
- Forum: Questions and Help
- Topic: Scene.ThreadManager and Dispose
- Replies: 4
- Views: 4652
Scene.ThreadManager and Dispose
Hi Norbo, I have recently started retaining a ThreadTaskManager that lives through the lifespan of the application. There are multiple Space instances that are created & disposed as the game runs, primarily to ensure there are no unintended leaks between parts of the game that transition between...
- Sat Aug 31, 2013 8:27 pm
- Forum: Questions and Help
- Topic: Proper way to freeze / disable entity?
- Replies: 6
- Views: 6155
Re: Proper way to freeze / disable entity?
Handling source islands would be useful if possible but it's not a fit for my particular use case - there's no tracking of what might be loaded, or how many things, just that the things that get added to the world need to not move when they do get put in there, unless they happen to be penetrating a...