Search found 69 matches

by ecosky
Sat Oct 19, 2013 6:18 am
Forum: Suggestions
Topic: ConvexHullShape that takes pre-centered vertices
Replies: 6
Views: 26616

Re: ConvexHullShape that takes pre-centered vertices

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.
by ecosky
Fri Oct 18, 2013 8:34 pm
Forum: Suggestions
Topic: ConvexHullShape that takes pre-centered vertices
Replies: 6
Views: 26616

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...
by ecosky
Fri Oct 18, 2013 6:44 pm
Forum: Questions and Help
Topic: Trouble with fast bullets
Replies: 6
Views: 5541

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...
by ecosky
Fri Oct 18, 2013 6:51 am
Forum: Questions and Help
Topic: Trouble with fast bullets
Replies: 6
Views: 5541

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...
by ecosky
Fri Oct 18, 2013 6:27 am
Forum: Suggestions
Topic: ConvexHullShape that takes pre-centered vertices
Replies: 6
Views: 26616

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...
by ecosky
Thu Oct 17, 2013 4:42 am
Forum: Questions and Help
Topic: Trouble with fast bullets
Replies: 6
Views: 5541

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...
by ecosky
Thu Oct 17, 2013 1:39 am
Forum: Questions and Help
Topic: Trouble with fast bullets
Replies: 6
Views: 5541

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...
by ecosky
Wed Oct 16, 2013 10:09 pm
Forum: Suggestions
Topic: ConvexHullShape that takes pre-centered vertices
Replies: 6
Views: 26616

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...
by ecosky
Sun Sep 29, 2013 5:21 am
Forum: Questions and Help
Topic: Scene.ThreadManager and Dispose
Replies: 4
Views: 4556

Re: Scene.ThreadManager and Dispose

Thanks, appreciate the info.
by ecosky
Sun Sep 29, 2013 5:19 am
Forum: Suggestions
Topic: Raycast with filter additional filterdata parameter
Replies: 4
Views: 22486

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.
by ecosky
Sat Sep 28, 2013 8:45 pm
Forum: Questions and Help
Topic: Scene.ThreadManager and Dispose
Replies: 4
Views: 4556

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...
by ecosky
Sat Sep 28, 2013 8:37 pm
Forum: Suggestions
Topic: Raycast with filter additional filterdata parameter
Replies: 4
Views: 22486

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...
by ecosky
Sat Sep 28, 2013 6:48 am
Forum: Suggestions
Topic: Raycast with filter additional filterdata parameter
Replies: 4
Views: 22486

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...
by ecosky
Sat Sep 28, 2013 5:18 am
Forum: Questions and Help
Topic: Scene.ThreadManager and Dispose
Replies: 4
Views: 4556

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...
by ecosky
Sat Aug 31, 2013 8:27 pm
Forum: Questions and Help
Topic: Proper way to freeze / disable entity?
Replies: 6
Views: 6085

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...