Search found 20 matches

by Abuzer
Fri Sep 21, 2012 7:33 pm
Forum: General
Topic: Blackspace using BEPU now on Kickstarter
Replies: 2
Views: 5720

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...
by Abuzer
Tue Jun 12, 2012 5:02 am
Forum: Questions and Help
Topic: Help with a revolute joint chain config
Replies: 5
Views: 5430

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...
by Abuzer
Tue Jun 12, 2012 2:14 am
Forum: Questions and Help
Topic: Help with a revolute joint chain config
Replies: 5
Views: 5430

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.
by Abuzer
Mon Jun 11, 2012 11:47 pm
Forum: Questions and Help
Topic: Help with a revolute joint chain config
Replies: 5
Views: 5430

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 ...
by Abuzer
Mon Jun 11, 2012 9:45 pm
Forum: Questions and Help
Topic: Help with a revolute joint chain config
Replies: 5
Views: 5430

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...
by Abuzer
Mon Jun 11, 2012 7:58 am
Forum: Suggestions
Topic: Internalize Entity CoGToModel
Replies: 1
Views: 18225

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...
by Abuzer
Fri Jun 08, 2012 3:14 am
Forum: Questions and Help
Topic: Potential Bug with Terrain Friction?
Replies: 6
Views: 4785

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...
by Abuzer
Thu Jun 07, 2012 10:54 pm
Forum: Questions and Help
Topic: Potential Bug with Terrain Friction?
Replies: 6
Views: 4785

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...
by Abuzer
Thu Jun 07, 2012 10:46 pm
Forum: Questions and Help
Topic: Potential Bug with Terrain Friction?
Replies: 6
Views: 4785

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...
by Abuzer
Thu Jun 07, 2012 8:54 am
Forum: Questions and Help
Topic: Potential Bug with Terrain Friction?
Replies: 6
Views: 4785

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...
by Abuzer
Fri Apr 27, 2012 5:25 pm
Forum: Suggestions
Topic: Constructive Solid Geometry Support
Replies: 4
Views: 23082

Re: Constructive Solid Geometry Support

Thanks Norbo. I appreciate the detailed explanations and imagery. :)
by Abuzer
Fri Apr 27, 2012 6:14 am
Forum: Suggestions
Topic: Constructive Solid Geometry Support
Replies: 4
Views: 23082

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...
by Abuzer
Fri Apr 27, 2012 3:55 am
Forum: Suggestions
Topic: Constructive Solid Geometry Support
Replies: 4
Views: 23082

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...
by Abuzer
Sat Feb 25, 2012 2:52 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200716

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...
by Abuzer
Fri Feb 24, 2012 12:50 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200716

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...