Search found 4199 matches

by Norbo
Fri Feb 15, 2019 10:07 pm
Forum: Questions and Help
Topic: v1. Lock movement in Y axis.
Replies: 1
Views: 10

Re: v1. Lock movement in Y axis.

Something like this would work:
viewtopic.php?t=2539
by Norbo
Mon Feb 11, 2019 12:11 am
Forum: Questions and Help
Topic: Request for minimal demo (Stackoverflow Exception)
Replies: 4
Views: 91

Re: Request for minimal demo (Stackoverflow Exception)

I guess I should submit a bug report with a clean project and then do a forum post and hope for the best.
I don't envy whoever tries to tackle that report- v2 does enough unusual stuff that it's practically a fuzz test. Best of luck!
by Norbo
Fri Feb 08, 2019 1:06 am
Forum: Questions and Help
Topic: Request for minimal demo (Stackoverflow Exception)
Replies: 4
Views: 91

Re: Request for minimal demo (Stackoverflow Exception)

Went ahead and added one: https://github.com/bepu/bepuphysics2/blob/master/Demos/Demos/SimpleSelfContainedDemo.cs The other demos are generally pretty isolated from the surrounding framework too. The Initialize function does all the physicsy stuff for the most part, the Demo.Update calls Simulation....
by Norbo
Mon Feb 04, 2019 11:51 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 28
Views: 2635

Re: Deterministic fixed-point port, open source

and that means changing all operators by functions. That is a lot of work, I don't know if there is a sane way of doing it. I hold out hope that one day in the not too distant future, either RyuJIT (or an alternate AOT compiler backend under CoreRT) will be able to collapse operators into the same ...
by Norbo
Thu Jan 31, 2019 12:38 am
Forum: General
Topic: v2 documentation suggestion
Replies: 3
Views: 94

Re: v2 documentation suggestion

One question though, what is the difference between a mesh and a convex hull in bepu/physics? I've been using them as synonyms, but reading your answer makes me think I have the wrong concept in my head. Meshes are an arbitrary collection of triangles. They can represent any surface , including con...
by Norbo
Mon Jan 28, 2019 7:52 pm
Forum: Questions and Help
Topic: Disable entity
Replies: 1
Views: 49

Re: Disable entity

If by 'disable' you mean it is not interact with physics at all- no motion, no collisions, no constraints- then actually removing it is the best way. If you instead mean 'does not respond to forces', then making the object kinematic would work. Kinematic objects have effectively infinite mass- they'...
by Norbo
Fri Jan 25, 2019 8:02 pm
Forum: General
Topic: v2 documentation suggestion
Replies: 3
Views: 94

Re: v2 documentation suggestion

I've been intending to update it, just haven't got around to it. I suppose I can update it more than once every 5 months :P I'm waiting for convex hulls, mesh-mesh detection and some samples of a character controller (I just noticed there's one already) to move to V2. Incidentally... convex hulls ar...
by Norbo
Wed Jan 23, 2019 12:24 am
Forum: Questions and Help
Topic: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity
Replies: 5
Views: 131

Re: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity

Yikes, I think this bug dates back to the last time I refactored island merging to occur on constraint add, and if I'm right, it's an ugly one: 1) Dynamic-Sensor pair is found by the broad phase, but both objects are inactive. The pair's 'updated' flag is left unset. 2) Kinematic-dynamic pair is fou...
by Norbo
Tue Jan 22, 2019 10:42 pm
Forum: Questions and Help
Topic: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity
Replies: 5
Views: 131

Re: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity

Replicated- that's pretty weird! The pairs do indeed get removed due to 'staleness' a frame after activation, only to be readded another frame later. I probably reordered some activation logic in the narrowphase without realizing a dependency eons ago. Until I fix it, a workaround is to set the sens...
by Norbo
Tue Jan 22, 2019 12:14 am
Forum: Questions and Help
Topic: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity
Replies: 5
Views: 131

Re: [V1] Empty Entity.CollisionInformation.Pairs when waking up Entity

The pairs list is updated upon the addition of a CollidablePairHandler to the narrow phase , and upon pair handler cleanup . The pair handler should persist (i.e. not get cleaned up) for the duration of the broadphase detected overlap regardless of activity state, so I don't have a good explanation ...
by Norbo
Mon Jan 14, 2019 10:54 pm
Forum: Questions and Help
Topic: Array out of index with NarrowPhaseSystems
Replies: 1
Views: 76

Re: Array out of index with NarrowPhaseSystems

That error does indeed look like something I'd expect from asynchronous modification. If it is, I won't be able to easily point out the problem. If you fully sequentialize execution to guarantee no asynchronous access of any kind, does it still happen? Edit: Oh yeah and I´m running on .net core 2.1 ...
by Norbo
Mon Jan 07, 2019 12:44 am
Forum: General
Topic: Unity and Bepu v2 notes
Replies: 3
Views: 773

Re: Unity and Bepu v2 notes

I'm not sure if anyone has managed it with v2 yet. If you want to try a smaller scale test, you may want to check if the System.Numerics.Vectors types work well yet. It may still be a little tricky- there might be configuration options you'd have to fiddle with to enable the relevant supporting runt...
by Norbo
Sat Dec 29, 2018 10:43 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 560

Re: Using character controller in v1 to be easily upgradeable to v2

Looking good 8) What would be the best way to approximate scaling actually? Should I just scale all the forces (gravity, movement, jump) in addition to rescaling the height and radius and mass? Pretty much, although you should be careful about mass. A 'correct' scaling would increase mass by the cub...
by Norbo
Fri Dec 28, 2018 8:35 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 560

Re: Using character controller in v1 to be easily upgradeable to v2

One thing that I'm still not quite sure about are the instanced meshes. Is the contact support going to work with these as well and perform reasonably well with a single character? From a performance perspective, the difference between an InstancedMesh and a StaticMesh is near zero, and the charact...