If I ever get rich I will destroy your "throw money" button!
Search found 20 matches
- Sat Nov 30, 2013 1:18 am
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
Thanks!
If I ever get rich I will destroy your "throw money" button!
If I ever get rich I will destroy your "throw money" button!
- Thu Nov 28, 2013 1:15 am
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
Alright, thanks Norbo! 
- Wed Nov 27, 2013 8:17 pm
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
Finally: In the CharacterPlaygroundDemo, add this to the Update(): if (base.Game.KeyboardInput.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.M)) character.Deactivate(); if (base.Game.KeyboardInput.IsKeyDown(Microsoft.Xna.Framework.Input.Keys.N)) character.Activate(); Then as you're climbing the stair...
- Wed Nov 27, 2013 8:00 pm
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
I'm still not able to replicate but I have a stress test in my game so the exception happens for sure after a couple of seconds. That's why I knew the fix I did before was "working". So I reverted back to the unhacked physics library and tried to mess with the character controller settings...
- Wed Nov 27, 2013 6:53 pm
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
Yes, it's the latest one with no changed code except the CharacterControllerInput. As for the reproduction I'll keep trying.
- Wed Nov 27, 2013 6:30 pm
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
I forgot to say but this Add/Remove that causes the exception should have to do with the character controller. Also I'm using the latest version of the main fork. The only immediate collision event being used is in the CharacterController constructor: Body.CollisionInformation.Events.DetectingInitia...
- Wed Nov 27, 2013 6:50 am
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Re: Null exception
After a lot of attempts, I just can't reproduce it in isolation (it must be a very specific combination of factors I guess...) Also, I'm sure nothing but the main thread (that calls Space.Update) is accessing the engine. I know this is just an ugly hack and probably will break something later on or ...
- Tue Nov 26, 2013 8:37 pm
- Forum: Questions and Help
- Topic: Null exception
- Replies: 15
- Views: 12739
Null exception
Hi, I'm getting this exception and just can't understand why it's happening. When I try to isolate it, it stops happening. All I know is that it seems to happen when I add or remove things from the space but not every time it only happens occasionally. System.NullReferenceException was unhandled HRe...
- Wed Jan 16, 2013 4:42 pm
- Forum: Questions and Help
- Topic: Float is a NaN Exception
- Replies: 9
- Views: 8705
Re: Float is a NaN Exception
Thanks for fixing it!
- Tue Jan 15, 2013 4:51 am
- Forum: Questions and Help
- Topic: Float is a NaN Exception
- Replies: 9
- Views: 8705
Re: Float is a NaN Exception
Here's the mesh: mesh.zip Put it in the BEPUphysicsDemosContent folder and change this line in the CharacterPlaygroundDemo: var staticMesh = new StaticMesh(staticTriangleVertices, staticTriangleIndices, new AffineTransform( new Vector3(1f, 1f, 1f) , Quaternion.Identity, new Vector3(0, 0, 0))); Then ...
- Mon Jan 14, 2013 10:08 pm
- Forum: Questions and Help
- Topic: Float is a NaN Exception
- Replies: 9
- Views: 8705
Re: Float is a NaN Exception
Finally found the issue... the static mesh had a place with a duplicate quad on the ground and every time character controllers got close to the vertices the exception happened.
- Sun Jan 13, 2013 5:16 am
- Forum: Questions and Help
- Topic: Float is a NaN Exception
- Replies: 9
- Views: 8705
Re: Float is a NaN Exception
Hi, just happened to me again... here's the exception details (compiled with CHECKMATH): System.NotFiniteNumberException was unhandled Message=Invalid value. Source=BEPUutilities OffendingNumber=0.0 StackTrace: at BEPUutilities.MathChecker.Validate(Vector3 v) at BEPUphysics.Entities.Entity.ApplyLine...
- Fri Jan 11, 2013 6:35 pm
- Forum: Questions and Help
- Topic: Float is a NaN Exception
- Replies: 9
- Views: 8705
Re: Float is a NaN Exception
Hi, I'm getting the same exact exception and it also happens randomly and occasionally so it's really hard to tell why it's happening. I'm using the latest development version and it didn't happen in the previous version I was using (1.2.0). I'm also using character controllers and static meshes. I ...
- Sat Sep 22, 2012 1:32 am
- Forum: Questions and Help
- Topic: Entities are always active
- Replies: 4
- Views: 4250
Re: Entities are always active
Thanks, that's much better.
- Fri Sep 21, 2012 11:21 pm
- Forum: Questions and Help
- Topic: Entities are always active
- Replies: 4
- Views: 4250
Re: Entities are always active
Thanks. I found it: foreach (BEPUphysics.Entities.Entity k in collisionSpace.Entities) { k.LinearVelocity = Vector3.Clamp(k.LinearVelocity, new Vector3(-15), new Vector3(15)); } I'm thinking about just adding if(k.LinearVelocity.Length() > 15) I don't if there's a more optimized way to limit the vel...