Search found 11 matches
- Sat May 12, 2012 8:28 pm
- Forum: Questions and Help
- Topic: Getting forces applied to objects
- Replies: 3
- Views: 3090
Re: Getting forces applied to objects
Will either of those techniques pick up data from ApplyImpulse(impulse, direction) calls? If not, is there any good way to get that data? Edit: Actually, I guess tracking changes to linearMomentum from one frame to the next would pick up those, and monitoring constraint pairs would catch everything ...
- Sat May 12, 2012 5:05 pm
- Forum: Questions and Help
- Topic: Getting forces applied to objects
- Replies: 3
- Views: 3090
Getting forces applied to objects
I want to attach some special behaviours to things when a force is applied to them, for example kill a player if a large force is applied to them or shatter some objects. I can't see any way to get an event when a force is applied in BEPU, am I missing something? Or if no such event exists, is there...
- Fri Apr 20, 2012 2:24 pm
- Forum: Questions and Help
- Topic: major jitter problems with static and moveable mesh
- Replies: 4
- Views: 3685
Re: major jitter problems with static and moveable mesh
Thanks Norbo!
- Fri Apr 20, 2012 1:09 am
- Forum: Questions and Help
- Topic: major jitter problems with static and moveable mesh
- Replies: 4
- Views: 3685
Re: major jitter problems with static and moveable mesh
Aha! Using Counterclockwise winding fixes it, as you said MobileMeshShape (ComputeSolidSidedness(), line 326) is picking the wrong sidedness when using Solid.
- Thu Apr 19, 2012 7:28 pm
- Forum: Questions and Help
- Topic: major jitter problems with static and moveable mesh
- Replies: 4
- Views: 3685
major jitter problems with static and moveable mesh
I have a problem with mesh objects jittering around and generally not colliding correctly in my game. I *think* this problem appeared after I changed the way in which meshes are generated, so I think this is caused by handing in mesh data the engine doesn't like. I've made a simple test setup like t...
- Sun Mar 04, 2012 11:12 pm
- Forum: Questions and Help
- Topic: Performance problems with StaticMesh
- Replies: 3
- Views: 4803
Re: Performance problems with StaticMesh
Thanks for the fast reply Norbo. I thought that this was probably the case. The game isn't a blockworld game, and has no particular guarantees about the placement of geometry (all the world geometry is created by constructive solid geometry). I'll have a look at how these classes work internally and...
- Sun Mar 04, 2012 5:34 pm
- Forum: Questions and Help
- Topic: Performance problems with StaticMesh
- Replies: 3
- Views: 4803
Performance problems with StaticMesh
Hi. I'm building a game which has really large procedurally generated environments. At the moment, I'm generating the world in 16m3 cubes and then streaming the geometry of the cube into the graphics engine and the physics engine. So whenever one of these cubes is updated, I do this: public override...
- Sat Jan 14, 2012 10:41 am
- Forum: Questions and Help
- Topic: Not detecting any collisions
- Replies: 6
- Views: 4151
Re: Not detecting any collisions
No worries
With hindsight subclassing the meshes was a pretty weird choice which is easy enough to fix. Thanks for your fast help Norbo.
With hindsight subclassing the meshes was a pretty weird choice which is easy enough to fix. Thanks for your fast help Norbo.
- Sat Jan 14, 2012 12:39 am
- Forum: Questions and Help
- Topic: Not detecting any collisions
- Replies: 6
- Views: 4151
Re: Not detecting any collisions
Aha, I think I'm on the track to finding my problem :D I tried to add the StaticBsp to the InstancedModelDrawer directly, and it didn't work. I tracked this down to this line: if (displayTypes.TryGetValue(objectToDisplay.GetType(), out displayType)) Now of course the type I've passed in is not direc...
- Fri Jan 13, 2012 5:24 pm
- Forum: Questions and Help
- Topic: Not detecting any collisions
- Replies: 6
- Views: 4151
Re: Not detecting any collisions
Thanks for the fast reply :D I added in the BEPUphysicsDrawer which shows bounding boxes around the mobile meshes and no bounds around the static mesh - so I guess that's the problem. I noticed that when I call Space.Add for my static object, Space.Entities.Count does not go up, is this the intended...
- Fri Jan 13, 2012 3:44 pm
- Forum: Questions and Help
- Topic: Not detecting any collisions
- Replies: 6
- Views: 4151
Not detecting any collisions
Hi, I'm just trying out BEPU physics for the first time. The engine looks pretty awesome but I can't get it to detect any collisions in my test scene - I suspect I'm simply doing something stupid... First some background, the scene I'm making is using BSP trees (built from Constructive Solid Geometr...