Search found 68 matches
- Sat May 19, 2012 1:00 pm
- Forum: General
- Topic: Thank you Norbo
- Replies: 2
- Views: 11166
Thank you Norbo
Hi Norbo, I would just like to say thank you very much for all the help you gave to me and my team game project throughout the year. It was a group game project and the game was finished and presented the other day to hundreds of people. We had very positive feedback from those who played it. The BE...
- Mon May 14, 2012 6:49 pm
- Forum: Questions and Help
- Topic: Applying downwards force
- Replies: 6
- Views: 7399
Re: Applying downwards force
Ah ok thanks. I understand. I think the player falls at same speed, I will increase gravity.
- Mon May 14, 2012 6:36 pm
- Forum: Questions and Help
- Topic: Applying downwards force
- Replies: 6
- Views: 7399
Re: Applying downwards force
Ok the X and Z LinearAxisMotors have null for ConnectionA. So what does this mean with respect to floating downwards and gravity?
- Mon May 14, 2012 5:40 pm
- Forum: Questions and Help
- Topic: Applying downwards force
- Replies: 6
- Views: 7399
Re: Applying downwards force
On the player there is: - A SingleEntityAngularMotor set in servo mode, that controls the rotation of the model. - LinearAxisMotor set in VelocityMotor mode, that controls X direction movement. - LinearAxisMotor set in VelocityMotor mode, that controls Z direction movement. These motors are attached...
- Mon May 14, 2012 5:14 pm
- Forum: Questions and Help
- Topic: Applying downwards force
- Replies: 6
- Views: 7399
Applying downwards force
In our game, the player character moves around the world. When the player goes up a ramp, it takes a while for them to drop to the ground, therefore you can move through the air for quite a distance before it drops to the floor. (The gravity of the space is set as 9.81.) If I increase the gravity it...
- Sun Apr 22, 2012 9:29 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Ok thanks. I am making the ConvexHulls directly from the FBX models, using all the vertices. So they might have alot in them, I will check into that.
I will keep measuring and checking, was just checking as it seemed to be related to the number of dynamic objects there were in the world.
I will keep measuring and checking, was just checking as it seemed to be related to the number of dynamic objects there were in the world.
- Sun Apr 22, 2012 6:56 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Thanks so much for all of that help. I will keep it all in mind :). Quick question, I tried putting all the enemies back in the game rather than having just a single enemy. The whole game dropped from 55ish FPS with one down to 3FPS permanently. around 25 static meshes, 1 dynamic object player, 1 dy...
- Sat Apr 21, 2012 8:39 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Thanks very much for the help. So even though stopping the physics updating, it could be that external interaction with the physics, makes updating it take longer? Ok, the main problem is just I can't gleen any information from profiling really, as having not written the physics engine, how long it ...
- Sat Apr 21, 2012 8:13 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Tested using SlimTune. in update method: -62% doing Space.Update() in space.update: -36% - updating BroadPhase systems -20% - updating NarrowPhase systems -17% - updating UpdateableSystems.UpdateManager.Update -8% - updating Solver systems -6% - deactivation management -5% - force updater -4% boundi...
- Sat Apr 21, 2012 7:08 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Ok thanks very much. I will do some profiler and get some data for you. I have the time it spends in Update and Draw each time, and the time spent doing the updating of physics engine. What kind of information would be needed to tell what it was, would you need which part of physics engine, in which...
- Sat Apr 21, 2012 6:27 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Ok thanks for the help I will have a look at that. I have ran some more tests and it seems that without the physics space being updated, the game runs smoothly at 60FPS the whole time, even though everything is still being drawn exactly as before. So therefore, somehow it is the physics that is slow...
- Sat Apr 21, 2012 2:32 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
I have read through that and followed it, and I think the game is GPU bound, as the GraphicsDevice.Present and adding Thread.Sleep(1) to update didn't change framerate. Therefore, this might explain why the optimisations I have been trying don't improve the framerate. What would be the suggested cou...
- Fri Apr 20, 2012 7:33 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
Ah ok thanks, how can you tell if it is the CPU or the GPU that is the bottleneck?
- Fri Apr 20, 2012 6:49 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
I have setup the internal multi-threading, so BEPU runs on threads 1, 3 and 5. However, this doesn't seem to make any difference to the FPS of the game. So I'm not really sure what else I can do.
- Fri Apr 20, 2012 5:34 pm
- Forum: Questions and Help
- Topic: Physics performance on Xbox 360
- Replies: 30
- Views: 28229
Re: Physics performance on Xbox 360
I have heard that a way to improve performance would be to put the physics running on one of the cores or threads. And then not run anything else on that core or thread.
I was just wondering how you do this for BEPU?
I was just wondering how you do this for BEPU?