Search found 18 matches
- Wed May 01, 2013 11:20 pm
- Forum: Questions and Help
- Topic: Determinism?
- Replies: 8
- Views: 8744
Determinism?
I've been working on my replay code, in which the physics object is set to an older position, and a history of its update information is used as the world steps forward. I'm noticing however that doing an identical world step twice can result in very different results. I know most physics engines ar...
- Sat Dec 29, 2012 1:52 am
- Forum: Questions and Help
- Topic: Proper way to freeze / disable entity?
- Replies: 6
- Views: 6113
Re: Proper way to freeze / disable entity?
What Is happening is the space has a capsule for each player. The players each send in their commands at a set interval on the client, so player A's input may arrive at 400, and player B's at 450. Because I cannot update each player/capsule indivually (but update the space as a whole), I need to fre...
- Fri Dec 28, 2012 11:33 pm
- Forum: Questions and Help
- Topic: Proper way to freeze / disable entity?
- Replies: 6
- Views: 6113
Proper way to freeze / disable entity?
Hi Norbo, I'm working on a server authoritative shooter where each client has a capsule on the server. The code is done except for 'freezing' each entity except the one that I'm receiving input for (each time a user input comes in, the server is updated to the client's last received time). What is t...
- Thu Jul 26, 2012 5:11 am
- Forum: Questions and Help
- Topic: Function does not accept floating point Not-a-Number values.
- Replies: 6
- Views: 4652
Re: Function does not accept floating point Not-a-Number val
Hi Norbo,
I rewrote my replay code and found out that it was due to using a custom RingBuffer<> class from here.
I changed it to a fixed State[] array and i can no longer reproduce the bug.
Thanks for your help (even though it wasn't a problem directly with bepu, you still were a huge help)!
I rewrote my replay code and found out that it was due to using a custom RingBuffer<> class from here.
I changed it to a fixed State[] array and i can no longer reproduce the bug.
Thanks for your help (even though it wasn't a problem directly with bepu, you still were a huge help)!
- Thu Jul 26, 2012 4:40 am
- Forum: Questions and Help
- Topic: Function does not accept floating point Not-a-Number values.
- Replies: 6
- Views: 4652
Re: Function does not accept floating point Not-a-Number val
Is there any asynchronous access going on? Could the space (and thus possibly orientation) update while the orientation is being read? That could produce arbitrary corrupt values, though I would expect to see more varied bad values than just 0,0,0,0. Could there be any interfering process between t...
- Thu Jul 26, 2012 4:23 am
- Forum: Questions and Help
- Topic: Function does not accept floating point Not-a-Number values.
- Replies: 6
- Views: 4652
Re: Function does not accept floating point Not-a-Number val
Hi Norbo, I compiled with CHECKMATH and narrowed my problem down to Entity.Orientation.set When the orientation from my replay buffer is 0,0,0,0 it throws the NaN error immediately after calling Quaternion.Normalize(ref value, out orientation); in EntityBase.cs on line 79. I'm not sure why it would ...
- Thu Jul 26, 2012 2:36 am
- Forum: Questions and Help
- Topic: Function does not accept floating point Not-a-Number values.
- Replies: 6
- Views: 4652
Function does not accept floating point Not-a-Number values.
Hi Norbo, I'm working on a replay system using the character controller sample from the latest bepu physics. I'm storing 1000 states (the state structure is posted below). I store 1 position each time I call space.Update() and it works almost perfectly. However, its occasionally throwing the error &...
- Tue Apr 03, 2012 11:49 pm
- Forum: Questions and Help
- Topic: Rewinding physics time?
- Replies: 4
- Views: 7225
Re: Rewinding physics time?
My levels won't be overly complicated, and the terrain / buildings are all static physics props (same type of levels as TF2 basically) Also, lol at COD 19. You bring up an interesting point with WoW, I suppose as long as the server side checks to make sure the player made a valid move (IE they didn'...
- Tue Apr 03, 2012 6:53 pm
- Forum: Questions and Help
- Topic: Rewinding physics time?
- Replies: 4
- Views: 7225
Re: Rewinding physics time?
Hi Norbo, It would only be for one player (the local player). Although depending on how I do it, other dynamic shapes may need to be moved during the correction, but these shapes themselves won't be corrected. Basically I'm trying to implement what this paragraph explains: "When the client rece...
- Sat Mar 31, 2012 5:21 am
- Forum: Questions and Help
- Topic: Rewinding physics time?
- Replies: 4
- Views: 7225
Rewinding physics time?
Is it possible to rewind the physics system, for one specific entity in particular? I'm attempting to implement Gaffer on Game's series on networked physics , and part of it relies on replaying / rewinding when a prediction error has occurred. If it's not implemented, is there something similar I co...
- Wed Jan 04, 2012 1:17 am
- Forum: Questions and Help
- Topic: Convex Hulls don't match with center of model
- Replies: 8
- Views: 9801
Re: Convex Hulls don't match with center of model
Ah, that makes perfect sense! I also came up with a solution that is working for my models, and I thought I would post it here in case anyone else ever needs it. I first changed the default margin to 0.02, which is half of the default. Then I looped through the vertices extracted from the TriangleMe...
- Wed Jan 04, 2012 12:29 am
- Forum: Questions and Help
- Topic: Convex Hulls don't match with center of model
- Replies: 8
- Views: 9801
Re: Convex Hulls don't match with center of model
I'm still having issues after I followed (or attempted to follow) your last post. I modified my World update code to look like this: var rotMatrix = Matrix.CreateFromQuaternion(PhysicsEntity.Orientation); SceneObject.World = Matrix.CreateScale(ModelScale); SceneObject.World *= Matrix.CreateTranslati...
- Tue Jan 03, 2012 5:25 pm
- Forum: Questions and Help
- Topic: Convex Hulls don't match with center of model
- Replies: 8
- Views: 9801
Re: Convex Hulls don't match with center of model
That makes sense, and I believe it should be relatively easy to implement. I tried modifying my DynamicMapObject's update method to look like this: SceneObject.World = Matrix.CreateScale(ModelScale) * Matrix.CreateFromQuaternion(PhysicsEntity.Orientation) * Matrix.CreateTranslation(PhysicsEntity.Pos...
- Tue Jan 03, 2012 7:13 am
- Forum: Questions and Help
- Topic: Convex Hulls don't match with center of model
- Replies: 8
- Views: 9801
Convex Hulls don't match with center of model
Hi Norbo, sorry for all the questions recently :roll: I'm having a strange bug with dynamic physics entities in my game, their models don't match up with the physics entity. It seems as though they aren't correctly centered, however using this fix viewtopic.php?f=4&t=1494&p=8826 doesn't solv...
- Mon Jan 02, 2012 1:49 am
- Forum: Questions and Help
- Topic: Dynamic model
- Replies: 4
- Views: 6450
Re: Dynamic model
I found one problem for my Low FPS: The book objects were stuck in the shelves of my bookcase (which was a static mesh object). Moving them off of the shelf raised my fps to its normal standard. I'm going to optimize as many models as I can by using basic shapes, and for more complex objects I'll us...