Search found 18 matches

by vendetta
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...
by vendetta
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...
by vendetta
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...
by vendetta
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)!
by vendetta
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...
by vendetta
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 ...
by vendetta
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 &...
by vendetta
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'...
by vendetta
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...
by vendetta
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...
by vendetta
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...
by vendetta
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...
by vendetta
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...
by vendetta
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...
by vendetta
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...