Something like this would work:
viewtopic.php?t=2539
Search found 4199 matches
- Fri Feb 15, 2019 10:07 pm
- Forum: Questions and Help
- Topic: v1. Lock movement in Y axis.
- Replies: 1
- Views: 10
- 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 don't envy whoever tries to tackle that report- v2 does enough unusual stuff that it's practically a fuzz test. Best of luck!I guess I should submit a bug report with a clean project and then do a forum post and hope for the best.
- 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....
- 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 ...
- 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...
- 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'...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- Mon Jan 14, 2019 3:24 am
- 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
The v2 demos now contain a basic character controller system and a demo with a giant newt to run around on.
- 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...
- 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...
- 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...