Search found 4356 matches

by Norbo
Wed Oct 16, 2019 9:44 pm
Forum: Questions and Help
Topic: I want to make Trigger where should I look into.
Replies: 1
Views: 17

Re: I want to make Trigger where should I look into.

There's a few different high level approaches to consider: 1) Rough query volumes. For simpler queries where you only care about overlapping bounding boxes or centerpoint distance, simply querying the broad phase using Simulation.BroadPhase.GetOverlaps is a good choice. By avoiding contact generatio...
by Norbo
Sat Oct 12, 2019 5:35 pm
Forum: Questions and Help
Topic: It's likely that some stage was left unended from the previous frame.
Replies: 2
Views: 36

Re: It's likely that some stage was left unended from the previous frame.

No, that implies a timestep has started before a previous timestep has ended from the perspective of the simulation profiler. Are there multiple threads trying to step the simulation?
by Norbo
Fri Oct 11, 2019 5:05 pm
Forum: Questions and Help
Topic: How can I make player detector not affect by gravity
Replies: 14
Views: 2163

Re: How can I make player detector not affect by gravity

I have question if I have question no relevance to thread should I ask it here or I should make another thread. For new topics, a new thread is usually a good idea. It makes searching easier. I have question about speed. it seem speed is accelerate from 0; How can I make it same speed?(I want to ma...
by Norbo
Thu Oct 10, 2019 6:55 pm
Forum: Questions and Help
Topic: How can I make player detector not affect by gravity
Replies: 14
Views: 2163

Re: How can I make player detector not affect by gravity

I try to use BroadPhase.GetOverlaps ... after call periodicAABB once it call loop body two time. The body of the enumerator is called for every overlap found, so it sounds like it found two overlaps. What does this assert do? That assert happens when a buffer is accessed out of range (while in debu...
by Norbo
Sat Oct 05, 2019 10:44 pm
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

Edit: After reading a few comments in the BEPUphysics 1 CharacterController I suspect I should also somehow reset things like contacts.. That was an artifact of v1's persistent contact manifolds. It would attempt to bring the previous frame's contacts forward if possible. v2 abandoned that in favor...
by Norbo
Sat Oct 05, 2019 10:40 pm
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

Teleporting into space without collisions should be fine, and what you said only applies when I trigger a collision while changing the position or otherwise make it hard for velocity-based constraints.. is that correct? Teleporting a completely unconstrained object to another completely unconstrain...
by Norbo
Sat Oct 05, 2019 12:44 am
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

I added a few sparse notes that it is indeed a dynamic character. I don't intend to publish much in the way of beginner to intermediate documentation, though- my historical efforts in that regard did not pay off, and most of the underlying concepts are general enough that someone else already did th...
by Norbo
Fri Oct 04, 2019 4:38 pm
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

Nice!

Notably I was a little imprecise- the SpinWait type can internally relinquish the timeslice if the wait is long (for a spin wait), but it does so in a careful way to avoid both crazy long stalls and eating the CPU like a full while(true){} spin wait would.
by Norbo
Fri Oct 04, 2019 12:50 am
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

Reading up on spin waits, the difference to Thread.Sleep() seems to be that they prevent the interpreter from swapping threads, thus allowing tighter and more precise loops? Roughly, yup. Spin waits won't relinquish the timeslice to another pending thread. The OS thread scheduler still might swap i...
by Norbo
Wed Oct 02, 2019 7:17 pm
Forum: Questions and Help
Topic: [v2][Solved] Character Demo - Sliding as if on ice
Replies: 12
Views: 347

Re: [v2][Solved] Character Demo - Sliding as if on ice

Glad you figured out the core issue! Here's some extra info about some of the other stuff you ran into: Those are the few modifications I made to implement it into my existing architecture. There was still a small issue left in CharacterMotionConstraint.tt:, where I had to replace "IConstraintDescri...
by Norbo
Wed Sep 25, 2019 1:34 am
Forum: General
Topic: Future of framework dependencies
Replies: 0
Views: 634

Future of framework dependencies

Users of bepufizz, if you have a moment, please answer a few questions about the platforms you target!
https://github.com/bepu/bepuphysics2/issues/80
by Norbo
Tue Sep 24, 2019 10:21 pm
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 590

Re: Bepu v2 vs PhysX

Provided zero damping, that should be numerically identical to what the engine does. For example, in the SimpleSelfContainedDemo, modifying the Run function to be: public static void Run() { //The buffer pool is a source of raw memory blobs for the engine to use. var bufferPool = new BufferPool(); /...
by Norbo
Sat Sep 21, 2019 8:02 pm
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 590

Re: Bepu v2 vs PhysX

I'm not very familiar with how unity implements/terms things- if a fixed timestep of 0.03333 actually corresponds to on-demand timesteps of some other amount (like 1/50) plus interpolation to smooth out discontinuities, the integration won't match. (I don't think that's what it means in this context...
by Norbo
Wed Sep 18, 2019 6:49 pm
Forum: Questions and Help
Topic: [V1]Performance question (lots of static boxes versus mesh)
Replies: 3
Views: 283

Re: [V1]Performance question (lots of static boxes versus mesh)

I read some cryptic message on twitter about food poisoning. I hope you're feeling better!
I am, thanks! Rolled the dice and got a pretty mild version of whatever-that-was, fortunately.
by Norbo
Sun Sep 15, 2019 9:45 pm
Forum: Questions and Help
Topic: [V1]Performance question (lots of static boxes versus mesh)
Replies: 3
Views: 283

Re: [V1]Performance question (lots of static boxes versus mesh)

StaticMeshes won't have any particularly weird gotchas. There's the one-time acceleration structure build cost, but it's not that bad. Dynamic topology modifications (adding/removing triangles) could be an issue since they demand a reconstruction in v1. Dispatching a thread to work on that in the ba...