Search found 4529 matches

by Norbo
Wed Sep 23, 2020 4:39 pm
Forum: Questions and Help
Topic: Bowl simulation?
Replies: 6
Views: 62

Re: Bowl simulation?

This shouldn't be related to the use of a Mesh. While using PositionLastTimestepper, I'd only expect things to push through a collision if 1) the impulse is extremely high, and/or 2) collision stiffness is low, and/or 3) the object has a speculative margin that is too small relative to its velocity ...
by Norbo
Sun Sep 20, 2020 11:15 pm
Forum: Questions and Help
Topic: Bowl simulation?
Replies: 6
Views: 62

Re: Bowl simulation?

1. Not super familiar with Mesh creation yet. Does this entail specifying the individual triangles (as 3 Vector3's each maybe) that would create the bowl? And is just the full set of triangles enough, or is there any further logic to "stitch" adjacent triangles together? Just a list of Triangle str...
by Norbo
Sun Sep 20, 2020 10:37 pm
Forum: Questions and Help
Topic: Bowl simulation?
Replies: 6
Views: 62

Re: Bowl simulation?

If the bowl is static or kinematic, a mesh could be used to approximate the shape. If it's dynamic, using a mesh would be iffy since if there are any other meshes it might collide with, you'd run into the usual 'triangles are infinitely thin, and two infinitely thin things don't tend to rest on each...
by Norbo
Sun Aug 23, 2020 1:36 am
Forum: Questions and Help
Topic: Raycasting hit point
Replies: 4
Views: 129

Re: Raycasting hit point

it is done 🐍
by Norbo
Sat Aug 22, 2020 11:26 pm
Forum: Questions and Help
Topic: Raycasting hit point
Replies: 4
Views: 129

Re: Raycasting hit point

1. I see how the IHitHandler interface will provide the Collidable that was hit, but I don't see the actual Vector3 point of the hit. Is that available? IRayHitHandler.OnRayHit provides a 't' value which is how far along the ray the hit was. So, rayHitLocation = ray.Origin + ray.Direction * t. (It'...
by Norbo
Sat Aug 22, 2020 6:04 pm
Forum: Questions and Help
Topic: Make a billiards game
Replies: 11
Views: 802

Re: Make a billiards game

To ensure determinism, all interactions with the engine should be done in exactly the same order. Entity lists being in different orders can be enough to introduce nondeterminism. Assume everything has to be bitwise identical at each step of any process. This is a result of order-dependent processes...
by Norbo
Sun Aug 16, 2020 5:50 pm
Forum: Questions and Help
Topic: Make a billiards game
Replies: 11
Views: 802

Re: Make a billiards game

If the location is offset from the center of mass, the impulse will introduce spin, and friction with the table will then turn that into linear momentum. Unless the spin was perfectly aligned, it would result in divergence from the direction. To accurately predict the physics simulation, you could r...
by Norbo
Sat Aug 01, 2020 12:07 am
Forum: Questions and Help
Topic: allow an entity to pass thru a hole in a box
Replies: 2
Views: 316

Re: allow an entity to pass thru a hole in a box

Probably easiest to just make a compound of multiple simple convex shapes with a hole in it. Trying to dynamically adjust collision rules in response to contact events to dynamically make a hole in an existing convex object pretty much won't work. The CompoundBodiesDemo shows how to create compounds...
by Norbo
Fri Jul 31, 2020 5:53 pm
Forum: Questions and Help
Topic: Make a billiards game
Replies: 11
Views: 802

Re: Make a billiards game

Looks like it's working as expected given the friction, inertia, and damping. The ball bounces away from the wall, but is still spinning. The ball's angular momentum is turned into linear momentum by friction with the table surface. You may want to scale down the inertia tensor. There's a InertiaHel...
by Norbo
Thu Jul 30, 2020 5:30 pm
Forum: Questions and Help
Topic: Make a billiards game
Replies: 11
Views: 802

Re: Make a billiards game

Actually, I need more bounciness for my balls. Currently, I see the balls move like backward after bouncing against the table cushions. If a ball's velocity is low, it even sticks to the cushions although the ball and cushions bounciness is all set to 1. Can I set the balls up to move naturally? No...
by Norbo
Wed Jul 29, 2020 6:10 pm
Forum: Questions and Help
Topic: Make a billiards game
Replies: 11
Views: 802

Re: Make a billiards game

BouncinessVelocityThreshold should be nonzero. A threshold that is too low can introduce excessive tiny bounces, especially when the bounces become too small to properly represent for the time step duration (imagine something that would bounce 120 times a second in reality- a time step duration of 1...
by Norbo
Wed Jul 15, 2020 7:32 pm
Forum: Questions and Help
Topic: Applying force on dynamics with statics
Replies: 3
Views: 444

Re: Applying force on dynamics with statics

Two approaches: 1) If you want a contact constraint to still be generated for the collision, you can let it be created and then examine contacts after the fact. The SolverContactEnumerationDemo shows how to pull raw contact constraint information out of the solver. Pretty low level since it interact...
by Norbo
Wed Jul 15, 2020 5:53 pm
Forum: Questions and Help
Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
Replies: 6
Views: 729

Re: [Nuget] Include Bepu1 and Bepu2 in one Project

A strongnamed bepuphysics2 2.3.0-beta2 will be up after github actions finishes with it. I don't plan to make one for bepuphysics1 since it's frozen and won't be receiving updates anyway.
by Norbo
Wed Jul 15, 2020 5:34 pm
Forum: Questions and Help
Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
Replies: 6
Views: 729

Re: [Nuget] Include Bepu1 and Bepu2 in one Project

Could you explain what you're deploying to that requires strong naming? I ask primarily because of this issue.

Also, could you elaborate on the usage of both bepuphysics1 and bepuphysics2 in one project?
by Norbo
Tue Jul 14, 2020 5:10 pm
Forum: Questions and Help
Topic: Applying force on dynamics with statics
Replies: 3
Views: 444

Re: Applying force on dynamics with statics

Sounds like the PositionFirstTimestepper, which integrates velocity into position at the beginning of the frame. If the velocity is modified outside the timestep, it'll move the body before collision detection or the solver has a chance to stop it. Switching to the PositionLastTimestepper would prob...