Search found 7 matches

by Eizon
Fri Feb 27, 2009 8:41 pm
Forum: Questions and Help
Topic: 2D Physics
Replies: 7
Views: 8763

Re: 2D Physics

I used some time to figure out how to do this. It's kinda dirty way to do it, but it works in most cases. It will cause some hiccups on non-planar ground though. I selected BEPUphysics for my project because I archived the 2D in 3D physics. foreach (Entity entity in physics2DArray) { entity.moveTo(n...
by Eizon
Sat Dec 27, 2008 6:06 pm
Forum: Questions and Help
Topic: Angular Momentum
Replies: 3
Views: 4668

Re: Angular Momentum

Works like a charm! :) Didn't even need collision detection events.

Code: Select all

Entity.localSpaceInertiaTensor *= Matrix.CreateScale(0,1f);
I could even use it to improved the breaking algorithm. Now the game is finally in fully playable state, with this, beta isn't too far away. Thank you very much.
by Eizon
Tue Dec 23, 2008 12:56 am
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18783

Re: Multithreaded physics

Ah, makes sense! I'll try it next time, but I have a lot of other more important features to fix first. I don't really need threading on a game that runs 60fps on 600mHz.
by Eizon
Sun Dec 21, 2008 12:26 pm
Forum: Questions and Help
Topic: Angular Momentum
Replies: 3
Views: 4668

Re: Angular Momentum

Thank you :) I think I'll try playing around with "inertiaTensor" then, sounds promising. Wheel-level collision detection events could help as well. I'll post a update when I get there. Again, thank you for making this amazing piece of software. It is so fun making huge box-towers, and des...
by Eizon
Sun Dec 21, 2008 12:01 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18783

Re: Multithreaded physics

This is the code I used, it's somehow messy tough. void UpdatePhysics() { float lastTick = Environment.TickCount; float sinceLast; float refresh = 1000 / 100; while (true) { if (!pausePhysics) { space.update(0); sinceLast = Environment.TickCount - lastTick; if (sinceLast < refresh) Thread.Sleep(Conv...
by Eizon
Sat Dec 20, 2008 9:28 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18783

Re: Multithreaded physics

I tried multi threading as well. It gave me some 2-10X performance increase on large scale scenes. However giving me a massive slowdown after 5-20 minutes depending on computer specifications. No lag was shown, but gravity, velocity and momentum was reduced to about the fourth resulting in slow-moti...
by Eizon
Sat Dec 20, 2008 9:02 pm
Forum: Questions and Help
Topic: Angular Momentum
Replies: 3
Views: 4668

Angular Momentum

Hi I'm currently developing a little game, mostly as a personal playground. Your physics library is just GREAT! It's very adjustable and performs great on computer that should have been scraped a long time ago. I've managed my previous problems, but it took some time. So before spending all my holid...