Search found 6 matches

by jsuffolk
Sat Feb 01, 2014 9:25 pm
Forum: Questions and Help
Topic: StaticMesh With Large Mesh
Replies: 2
Views: 2845

Re: StaticMesh With Large Mesh

I finally got to the bottom of this. Your advice to try in the BEPUphysicsDemos was invaluable; with the exact same code and model it worked in the demo solution... So not a BEPUphysics bug, but rather a MonoGame issue. After some investigation I discovered that the GetData(...) methods to extract v...
by jsuffolk
Tue Jan 28, 2014 2:04 am
Forum: Questions and Help
Topic: StaticMesh With Large Mesh
Replies: 2
Views: 2845

StaticMesh With Large Mesh

It's been a long time since I first integrated BepuPhysics into my XNA game, and I really appreciate the engine. I recently, however, ported to MonoGame and so I rebuilt BepuPhysics with implicit type conversions to MonoGame types. This works great except for one thing: StaticMeshes. The older BepuP...
by jsuffolk
Sat Dec 08, 2012 7:19 pm
Forum: Questions and Help
Topic: Exceptions When Multithreading
Replies: 5
Views: 3818

Exceptions When Multithreading

Hi, my game has been running into CPU-related lag and I'd like to multithread the physics as this seems to help. However, upon killing an enemy I call space.Remove(body); to remove their physics body from the simulation. When running on a single thread this code works without problems, but when mult...
by jsuffolk
Mon Apr 09, 2012 2:46 am
Forum: Questions and Help
Topic: Distance to StaticMesh
Replies: 1
Views: 2151

Distance to StaticMesh

Is there any quick way (even a hackish one) to calculate the distance of a kinematic entity to a StaticMesh? The AI in my game needs to be aware of it's surroundings, specifically the distance to large staticmesh models. The best thing I can think to do is use some sort of multi-dimensional binary t...
by jsuffolk
Mon Apr 09, 2012 2:35 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200627

Re: Games using bepu

by jsuffolk
Fri Dec 02, 2011 5:18 am
Forum: Questions and Help
Topic: NaN on Collisions
Replies: 1
Views: 2091

NaN on Collisions

Relatively new to BEPUphysics, trying to replace our game's homegrown physics engine with one that's a bit more robust. Everything works great until a collision; immediately after a collision all vectors (position, velocity) of the entity become NaN. I'm just using simple spherical entities with set...