Search found 4392 matches

by Norbo
Sat Dec 14, 2019 8:43 pm
Forum: Suggestions
Topic: Make a public discord server
Replies: 1
Views: 16

Re: Make a public discord server

I've considered it, but there are a couple of problems. The bepuphysics community isn't exactly large- there usually wouldn't be anyone else to talk to, unless I was hanging around- and discord chats aren't externally searchable (as far as I'm aware?). Anything that happens within them won't be foun...
by Norbo
Sat Dec 14, 2019 8:31 pm
Forum: Questions and Help
Topic: All models load in with reversed normals
Replies: 1
Views: 9

Re: All models load in with reversed normals

Is it actually flipping the winding, or are the demos just using a different backface convention? Triangles in v2 are one sided and collide only on the clockwise side. The demos renderer matches this convention.
by Norbo
Sat Dec 14, 2019 8:13 pm
Forum: General
Topic: Documentation on how to use the content builder
Replies: 1
Views: 14

Re: Documentation on how to use the content builder

The physics library is fully separate from the demos framework or any other form of rendering or content pipeline, and the demos only exist as a form of documentation for the physics itself. So, I didn't build the demos framework with reuse in mind and don't expect others to find it particularly use...
by Norbo
Sat Dec 14, 2019 7:53 pm
Forum: Questions and Help
Topic: Dinosaur behaviour problem
Replies: 5
Views: 27

Re: Dinosaur behaviour problem

Thanks,I hope BEPU 2 will be a superstar in c# game programming world!
:*
by Norbo
Sat Dec 14, 2019 7:53 pm
Forum: Questions and Help
Topic: How to change center of mass
Replies: 1
Views: 7

Re: How to change center of mass

Yup, right now, Compound is the right choice. Changing the center of mass is equivalent to offsetting the collidable, so rather than having a dedicated 'collidable offset' on everything I just let the Compound handle it. Notably, the Compound (as opposed to the BigCompound) has effectively no overhe...
by Norbo
Sat Dec 14, 2019 1:15 am
Forum: Questions and Help
Topic: Dinosaur behaviour problem
Replies: 5
Views: 27

Re: Dinosaur behaviour problem

Hard to say- there are some compatibility concerns: https://github.com/bepu/bepuphysics2/issues/80 At this point, the only way to do it without disruption would be to support both (likely with some kind of codegen). That isn't terribly quick and I've got quite a bit of other stuff that takes priorit...
by Norbo
Sat Dec 14, 2019 12:19 am
Forum: Questions and Help
Topic: Dinosaur behaviour problem
Replies: 5
Views: 27

Re: Dinosaur behaviour problem

The easiest thing to do would be to have the dinosaurs modeled by a character controller (like the one in the demos), and use A* to set the character controller's target velocity. No transition between A* control and physical control required- it's always both. If for some reason using a physical re...
by Norbo
Wed Dec 11, 2019 1:50 am
Forum: Questions and Help
Topic: Rotating parts of compound body
Replies: 1
Views: 13

Re: Rotating parts of compound body

You could adjust the relevant CompoundChild's pose (and, if it's a BigCompound, refit or update the Tree) and then update the inertia tensor for the new configuration, but modifying a shape is equivalent to teleportation as far as the solver is concerned. If anything is physically interacting with t...
by Norbo
Mon Dec 09, 2019 6:53 pm
Forum: Questions and Help
Topic: When change direction sometime it jump.
Replies: 10
Views: 349

Re: When change direction sometime it jump.

The dt value passed Simulation.Timestep should ideally be a constant value. Using the elapsed time directly is pretty much guaranteed to cause nasty stability problems. It's fine to use a variable step for other logic if desired, but simulation timesteps should only be dispatched with a well-control...
by Norbo
Mon Dec 09, 2019 6:46 pm
Forum: Questions and Help
Topic: costchange is NaN
Replies: 2
Views: 17

Re: costchange is NaN

Something has gone wrong and NaN values have infected the simulation to the point where the broad phase is now turning into a NaN mess. As the assert says, there are likely invalid body poses or velocities. It's hard to say where it's coming from, but good first places to check are: 1) Any direct mo...
by Norbo
Mon Dec 09, 2019 12:00 am
Forum: Questions and Help
Topic: how could i know if it run correctly with linux server no graphic
Replies: 28
Views: 10442

Re: how could i know if it run correctly with linux server no graphic

Is broadphase can sense static? Is dynamic and static object can share same handle? Yes to both. The broad phase reports CollidableReference instances which have a Mobility property that can be used to distinguish between bodies and statics. Note that the handle and mobility flag are packed into th...
by Norbo
Sun Dec 08, 2019 11:27 pm
Forum: Questions and Help
Topic: When change direction sometime it jump.
Replies: 10
Views: 349

Re: When change direction sometime it jump.

Just to check, the Simulation.TimeStep is being called with a constant time, right? If significantly varying values are provided from frame to frame, it could cause instability.
by Norbo
Wed Dec 04, 2019 6:58 pm
Forum: Questions and Help
Topic: When change direction sometime it jump.
Replies: 10
Views: 349

Re: When change direction sometime it jump.

It may be related to ghost collisions, though those tend to be pretty darn rare with a speculative margin of 0.1. You could try reducing the speculative margin further to a small nonzero value (0.01 or something) to see if it becomes rarer. The speculative margin of a pair of objects is the larger o...
by Norbo
Tue Dec 03, 2019 7:05 pm
Forum: Questions and Help
Topic: When change direction sometime it jump.
Replies: 10
Views: 349

Re: When change direction sometime it jump.

1) I'd probably need more information/a reproducing example to figure out the jumping. If it's actually a character jump, could there be something somewhere incorrectly updating the character's TryJump status? 2) It looks like the maximum horizontal force is 1, not 100. With a mass of 1, then accele...
by Norbo
Fri Nov 22, 2019 7:34 pm
Forum: Questions and Help
Topic: Bepu v2 Collision Detection
Replies: 14
Views: 2300

Re: Bepu v2 Collision Detection

Yes, the contact manifolds provide the surface normal. Nonconvex manifolds have per-contact normals while convex manifolds have a single shared normal. You can use the IContactManifold.GetContact or GetNormal retrieve the normal if you're dealing with the generic callback.