Search found 20 matches
- Fri Sep 21, 2012 7:33 pm
- Forum: General
- Topic: Blackspace using BEPU now on Kickstarter
- Replies: 2
- Views: 6052
Blackspace using BEPU now on Kickstarter
Hi All, Our game "Blackspace" which uses BEPU extensively is now on Kickstarter! Why am I posting this here? Well, ever since we announced our game a while back, I've been trying to also spread the word about BEPU as much as I can when we are asked about the "engine" we are using...
- Tue Jun 12, 2012 5:02 am
- Forum: Questions and Help
- Topic: Help with a revolute joint chain config
- Replies: 5
- Views: 5488
Re: Help with a revolute joint chain config
That spider demo helped immensely. From what I gathered a few things weren't properly setup. My basis was incorrect as well as the mass being too light. And finally (probably just as important), the legs were too light causing the body to press down too hard. Once I got those all squared away, it lo...
- Tue Jun 12, 2012 2:14 am
- Forum: Questions and Help
- Topic: Help with a revolute joint chain config
- Replies: 5
- Views: 5488
Re: Help with a revolute joint chain config
Thanks a bunch! I'll analyze this new demo and see if I can apply it to our situation.
- Mon Jun 11, 2012 11:47 pm
- Forum: Questions and Help
- Topic: Help with a revolute joint chain config
- Replies: 5
- Views: 5488
Re: Help with a revolute joint chain config
Update: I'm reading thru the BEPU joint documentation online. <crosses fingers> I'm hoping I'll be able to answer my own question :) Update: Nope. Still no cigar. I tried different joint configs such as combining a BallSocketJoint with a RevoluteAngularJoint and a RevoluteMotor, and the results are ...
- Mon Jun 11, 2012 9:45 pm
- Forum: Questions and Help
- Topic: Help with a revolute joint chain config
- Replies: 5
- Views: 5488
Help with a revolute joint chain config
Hi, I'm trying to setup the joints for the "hydraulic suspension" on a vehicle in our game. In the image below, i'm showing basically what I'm trying out as a first pass. There is a high-res render model inside the cubes that I'm showing in the image. The boxes are the actual BEPU collisio...
- Mon Jun 11, 2012 7:58 am
- Forum: Suggestions
- Topic: Internalize Entity CoGToModel
- Replies: 1
- Views: 20489
Internalize Entity CoGToModel
This might have been suggested previously, but I figured given how many people seem to be running into this issue and how some might expect a physics engine to "internalize" some of its details unless asked for, I wanted to suggest a feature where BEPU allows the use of a "local posit...
- Fri Jun 08, 2012 3:14 am
- Forum: Questions and Help
- Topic: Potential Bug with Terrain Friction?
- Replies: 6
- Views: 4852
Re: Potential Bug with Terrain Friction?
Ok. I think I might've found the issue, though I'm not 100% about it. So it looks like the issue shows itself when you have a compound object colliding the terrain, instead of a simple single convex shape colliding with it. I've also found what seems to be the fix, but like I said, I'm not 100%. Her...
- Thu Jun 07, 2012 10:54 pm
- Forum: Questions and Help
- Topic: Potential Bug with Terrain Friction?
- Replies: 6
- Views: 4852
Re: Potential Bug with Terrain Friction?
Yeah tried it with the terrain demo and it works as expected. I'm wondering if some how my custom shape has the bug in it where it pulls/generates the contact constraints with the wrong material settings. My gut reaction is that I might not be overriding a particular virtual function and it just end...
- Thu Jun 07, 2012 10:46 pm
- Forum: Questions and Help
- Topic: Potential Bug with Terrain Friction?
- Replies: 6
- Views: 4852
Re: Potential Bug with Terrain Friction?
Ok, so I upgraded to 1.2 now. Had to move some of my BEPU changes over into the new version as well. Luckily it was quick. :) Unfortunately I'm still seeing the same issue though. Of course now the kinetic and static coefficients are coming thru as 0.8 and 1.0; and again when I hardcode the values i...
- Thu Jun 07, 2012 8:54 am
- Forum: Questions and Help
- Topic: Potential Bug with Terrain Friction?
- Replies: 6
- Views: 4852
Potential Bug with Terrain Friction?
Hi, I was trying to modify the terrain (or my custom collidable that is based directly off of the terrain collidable), to use kinetic and static friction values that are something different than the default 0.6 and 0.8. I realized that no matter what i changed the values to, it didn't seem to affect...
- Fri Apr 27, 2012 5:25 pm
- Forum: Suggestions
- Topic: Constructive Solid Geometry Support
- Replies: 4
- Views: 25606
Re: Constructive Solid Geometry Support
Thanks Norbo. I appreciate the detailed explanations and imagery.
- Fri Apr 27, 2012 6:14 am
- Forum: Suggestions
- Topic: Constructive Solid Geometry Support
- Replies: 4
- Views: 25606
Re: Constructive Solid Geometry Support
I see your point about the subtractive operations. In a sense, perhaps one would need to evaluate a 3D distance field and extract the direction of minimum penetration depths along the CSG surface. Though are you saying that incorrect direction of minimum penetration could result in completely unreso...
- Fri Apr 27, 2012 3:55 am
- Forum: Suggestions
- Topic: Constructive Solid Geometry Support
- Replies: 4
- Views: 25606
Constructive Solid Geometry Support
Hi, I've been thinking about this for a while now, and it seems like CSG support for defining complex shapes based on primites would be a relatively easy thing to add to a physics engine such as BEPU. While I could perhaps do it as a layer on top of what BEPU does internally, obviously it wouldn't b...
- Sat Feb 25, 2012 2:52 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 221955
Re: Games using bepu
Did you happen to run into any significant issues when it came to plugging the cube terrain collidable into the engine? No actually it was relatively pain-free especially since the terrain implementation already took care of the majority of the framework pointing out what I had to plug to get it fu...
- Fri Feb 24, 2012 12:50 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 221955
Re: Games using bepu
Hey there, Looks like this thread has been dormant for a while, so I figured I'd post some info about our game we've been working on to get it the ball rolling again. I posted a dev-blog entry briefly discussing our BEPU integration into our game: http://www.pixelfoundrygames.com/index.php/en/dev-bl...