Search found 5 matches

by Zantal
Mon Dec 19, 2011 5:33 pm
Forum: Questions and Help
Topic: manually moving Kinematic Entity collision detection
Replies: 3
Views: 3946

Re: manually moving Kinematic Entity collision detection

I found out the problem. someone forgot to instantiate the mass variable, and it was trying to create a dynamic entity with mass having "infinite" as value.

Now, i just need to find the guy who did it and think of a suitable punishment for him =)
by Zantal
Mon Dec 19, 2011 9:53 am
Forum: Questions and Help
Topic: manually moving Kinematic Entity collision detection
Replies: 3
Views: 3946

Re: manually moving Kinematic Entity collision detection

It helped me alot. things got a lot more clear now =) edit: btw physics time goes up when dynamic intersects static meshes or kinematic. (our ground model for example) my coworker(arcades, he made some posts here) also just told me that we are using our threadManager for bepu. could that be an issue?
by Zantal
Sun Dec 18, 2011 4:16 pm
Forum: Questions and Help
Topic: manually moving Kinematic Entity collision detection
Replies: 3
Views: 3946

manually moving Kinematic Entity collision detection

We are currently trying to add a feature in our Editor. we want to add physical entities to the scene but the problem is that when we move the Dynamic entities manually it craps out as soon as it intersects any bounding volume. (as it should be, our physic time goes from 0.3ms to about 50ms when tha...
by Zantal
Wed Nov 16, 2011 2:41 pm
Forum: Questions and Help
Topic: ForceField groups or rules?
Replies: 2
Views: 2597

Re: ForceField groups or rules?

thank you for the reply.
Everything is clear now, i will override IsEntityAffected and GetPossiblyAffectedEntities.
I should have checked the forceFieldShape class before
by Zantal
Tue Nov 15, 2011 4:38 pm
Forum: Questions and Help
Topic: ForceField groups or rules?
Replies: 2
Views: 2597

ForceField groups or rules?

hello, i am new to BEPU. I need to implement a ForceField that works only on specific objects. is there anything like the collisiongrouprules that applies to forcefields? I haven't found any related topic about this in the forums and the only way for me to get around this is to make my game objects ...