Search found 4223 matches

by Norbo
Mon Apr 15, 2019 2:13 am
Forum: Questions and Help
Topic: MPRToolbox precision
Replies: 6
Views: 121

Re: MPRToolbox precision

The 2 in largestAxis/smallestAxis>2 is eyeballed, I don't know of a good heuristic or math that could give a better number to avoid executing MPR a second time when it isn't needed. One iffy option: for shape pairs with smoothly differentiable surfaces, you can analytically differentiate the pair d...
by Norbo
Fri Apr 12, 2019 4:45 pm
Forum: Questions and Help
Topic: [BEPUik] linear joint problem
Replies: 1
Views: 20

Re: [BEPUik] linear joint problem

If I understand correctly, the IKPointOnLineJoint would be what you want- it confines a point on B to a line attached to A (which isn't what the documentation said it did, oops). The IKLinearAxisLimit can be used to control the motion along an axis, effectively creating two parallel bounding planes ...
by Norbo
Sun Mar 31, 2019 9:13 pm
Forum: Questions and Help
Topic: Character sinks through the ground when landing (Solved)
Replies: 1
Views: 61

Re: Character sinks through the ground when landing (Solved)

:)

(as always, a v2 note: with a sufficiently large speculative margin or enabled continuous collision detection, this problem basically disappears.)
by Norbo
Tue Mar 26, 2019 10:27 pm
Forum: Questions and Help
Topic: Rewriting And/Or Code Stealing
Replies: 1
Views: 53

Re: Rewriting And/Or Code Stealing

Neat project!

There are no rules beyond what is specified in the license (Apache 2.0 for both v1 and v2). Within those bounds, have at it.
by Norbo
Tue Mar 26, 2019 9:25 pm
Forum: Questions and Help
Topic: [v1] CharacterControll strange fall
Replies: 1
Views: 46

Re: [v1] CharacterControll strange fall

I'm not sure what is happening based on the description, but you can check CharacterController.SupportFinder.HasTraction and HasSupport properties.

If you think something incorrect is happening, could you reproduce the behavior in the demos so I can look at it?
by Norbo
Tue Mar 26, 2019 9:20 pm
Forum: Questions and Help
Topic: Archimedean Spring
Replies: 9
Views: 130

Re: Archimedean Spring

Don't have to, glad it worked for you :)
by Norbo
Tue Mar 26, 2019 8:21 pm
Forum: Questions and Help
Topic: Archimedean Spring
Replies: 9
Views: 130

Re: Archimedean Spring

One thing I forgot to note in that modified version: I scaled the inertia tensor of the sphere links up by a factor of 10. It's not strictly necessary when combined with the other techniques, but it does make things easier to solve.
by Norbo
Tue Mar 26, 2019 7:18 pm
Forum: Questions and Help
Topic: Archimedean Spring
Replies: 9
Views: 130

Re: Archimedean Spring

This is a pathological case for iterative solvers; extremely long high stiffness dependency chains are near impossible to handle without some form of tricks in the main solvers that most game engines use. The good news is that those tricks do exist, and they can work. The main problems are 1) gettin...
by Norbo
Mon Mar 25, 2019 7:59 pm
Forum: Questions and Help
Topic: Archimedean Spring
Replies: 9
Views: 130

Re: Archimedean Spring

However this option seems to be a dead end since I can not Identify a way to strengthen the joint since it has no spring settings. Additionally, based on the classed description I imagine that the joint is not even supposed to be as mobile as it is. SolverGroups like the WeldJoint in v1 are just gr...
by Norbo
Thu Mar 21, 2019 11:17 pm
Forum: Questions and Help
Topic: MPRToolbox precision
Replies: 6
Views: 121

Re: MPRToolbox precision

and the other with a more modern Radeon R9 380, both using Windows 7
Hm, that's odd- that should work. It's possible I pulled in some win10 dependency in the demos along the way without realizing.
by Norbo
Wed Mar 20, 2019 10:16 pm
Forum: Questions and Help
Topic: Archimedean Spring
Replies: 9
Views: 130

Re: Archimedean Spring

First you'll need to adjust the constraint stiffnesses. They have a default tuning which is fairly stiff for masses of about 1-10 units, so if you are using 200, you'll need to scale the stiffness and damping coefficients: constraint.SpringSettings.Stiffness *= 10; constraint.SpringSettings.Damping ...
by Norbo
Wed Mar 20, 2019 10:07 pm
Forum: Questions and Help
Topic: [v1]Walkmesh implementation
Replies: 4
Views: 65

Re: [v1]Walkmesh implementation

A question though: what do you mean by extreme cases? Very big triangles (compared to the colliding objects), or triangles that are big in one dimension but small on other? (i.e. a triangle with base: 1m and altitude 100m) Both can cause issues, though you'll often see more with sliver-like triangl...
by Norbo
Mon Mar 18, 2019 8:47 pm
Forum: Questions and Help
Topic: [v1]Walkmesh implementation
Replies: 4
Views: 65

Re: [v1]Walkmesh implementation

I'd just recommend trying some extruded triangles of the desired height and seeing if it works well enough. It's true that v1 triangle tests can have some numerical issues in extreme cases (particularly with extreme ratios), but it often works fine. If it ends up being an issue, you can just subdivi...
by Norbo
Sun Mar 17, 2019 5:28 pm
Forum: Questions and Help
Topic: MPRToolbox precision
Replies: 6
Views: 121

Re: MPRToolbox precision

(and of course, there may be other issues at play too- by virtue of being so rarely called, v1's deep contact routine has been subject to less inspection.)