Search found 7 matches
- 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...
- 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.
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.
Code: Select all
Entity.localSpaceInertiaTensor *= Matrix.CreateScale(0,1f);
- 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.
- 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...
- 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...
- 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...
- 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...