Search found 4546 matches

by Norbo
Wed Dec 09, 2020 2:28 am
Forum: General
Topic: Moving to Github Discussions!
Replies: 0
Views: 239

Moving to Github Discussions!

This forum is a little old and stinky. I'm making it readonly in favor of github discussions!

v1: https://github.com/bepu/bepuphysics1/discussions
v2: https://github.com/bepu/bepuphysics2/discussions

The phpBB forum will remain visible for archival purposes for the foreseeable future.
by Norbo
Mon Dec 07, 2020 6:51 pm
Forum: Questions and Help
Topic: How to lock rotation of an entity without using Joints?
Replies: 2
Views: 382

Re: How to lock rotation of an entity without using Joints?

To lock rotation, you can set the inverse inertia tensor to all zeroes: inertia.InverseInertiaTensor = default; You can technically lock individual rows in the tensor by setting them to zero too. Be wary, this can result in unsolvable constraints sometimes. A single body constraint that used the rel...
by Norbo
Thu Dec 03, 2020 6:42 pm
Forum: Questions and Help
Topic: [V2] Remove body issue
Replies: 2
Views: 241

Re: [V2] Remove body issue

A few things: 1) The index passed into IntegrateVelocity is not a handle, but rather an index into the contiguous active set. The integrator only touches bodies that are active, so it doesn't do the handle indirection by default. If you want the handle, you'll need to look it up through the Simulati...
by Norbo
Sat Nov 28, 2020 1:12 am
Forum: Questions and Help
Topic: [V2] Any sample for forcefield?
Replies: 1
Views: 224

Re: [V2] Any sample for forcefield?

Not at the moment, but querying the broad phase for bodies with overlapping bounding boxes is a good start. Something like: var broadPhaseEnumerator = new BroadPhaseOverlapEnumerator { Pool = BufferPool, References = new QuickList<CollidableReference>(16, BufferPool) }; Simulation.BroadPhase.GetOver...
by Norbo
Fri Nov 27, 2020 6:29 pm
Forum: Questions and Help
Topic: [v2] heightmap
Replies: 1
Views: 214

Re: [v2] heightmap

I don't see a stack overflow locally; are you using latest master or the latest nuget prerelease package (2.3.0-beta10)? If I remember correctly, there was a semirecent fix to crashes with degenerate mesh input. The underlying problem is that the mesh is degenerate. All vertices have the same x and ...
by Norbo
Fri Nov 27, 2020 6:18 pm
Forum: Questions and Help
Topic: [V1] Integration of BEPUphusics V1 To Unity
Replies: 5
Views: 455

Re: [V1] Integration of BEPUphusics V1 To Unity

Using a CompoundBody (which is v1's named entity type for an entity with a CompoundShape) would work: https://github.com/bepu/bepuphysics1/bl ... iesDemo.cs
by Norbo
Tue Nov 24, 2020 10:36 pm
Forum: Questions and Help
Topic: [V1] Integration of BEPUphusics V1 To Unity
Replies: 5
Views: 455

Re: [V1] Integration of BEPUphusics V1 To Unity

Other than the standard recommendations I already mentioned (play around in the demos and look at the documentation to get a feel for how things are set up), I don't have much to add, especially with respect to unity integration. If you have a specific non-unity question, I might be able to help more.
by Norbo
Mon Nov 23, 2020 2:30 am
Forum: Questions and Help
Topic: Manually moving statics
Replies: 2
Views: 248

Re: Manually moving statics

Setting a position is equivalent to teleportation- there is no velocity component, so things will only move out of the way due to penetration recovery. If the ground teleported up a little bit (and the affected bodies are awake), they would scoot up a bit in response to get out of penetration. If th...
by Norbo
Fri Nov 20, 2020 7:50 pm
Forum: Questions and Help
Topic: [V1] Integration of BEPUphusics V1 To Unity
Replies: 5
Views: 455

Re: [V1] Integration of BEPUphusics V1 To Unity

The fixed point fork of bepuphysics1 is supposed to be cross platform deterministic, but I didn't make that fork and haven't used it so I can't offer much commentary there. I also don't use unity, so I'm of limited help- but at the core, there's not much to it. There's stuff in a simulation, you can...
by Norbo
Fri Nov 20, 2020 7:21 pm
Forum: Questions and Help
Topic: [v1] Sphere falling through StaticMesh with CCD
Replies: 5
Views: 418

Re: [v1] Sphere falling through StaticMesh with CCD

Sometimes I forget how v1 works :P It's a numerical issue caused by the small scales involved. By default, there are thresholds configured to work well with sizes ranging from 0.5 to 10. Values significantly outside that will be more likely to encounter issues. For a simulation primarily concerned w...
by Norbo
Thu Nov 19, 2020 7:06 pm
Forum: Questions and Help
Topic: [v1] Sphere falling through StaticMesh with CCD
Replies: 5
Views: 418

Re: [v1] Sphere falling through StaticMesh with CCD

When you say stepped 5 times, do you mean reduce the solvers iteration limit to 5? No, just calling Space.Update() more frequently to compensate for the lower amount of time simulated per timestep. If you're using internal timestepping (Space.Update(dt)), it'll happen automatically. The solver iter...
by Norbo
Wed Nov 18, 2020 9:11 pm
Forum: Questions and Help
Topic: [v1] Sphere falling through StaticMesh with CCD
Replies: 5
Views: 418

Re: [v1] Sphere falling through StaticMesh with CCD

If I had to guess, it's related to the size of the ball, the timestep, and the default slight softness of collisions. If it hits hard enough, the constraint may not fully eliminate all penetrating velocity in one timestep. Once the object is in contact, CCD can't help, so if enough velocity is left ...
by Norbo
Wed Oct 28, 2020 10:41 pm
Forum: General
Topic: BEPU, have you seen this?
Replies: 3
Views: 624

Re: BEPU, have you seen this?

It would probably be worth showing what's actually possible, yes :P Will be a while before I get to it, though- authoring real fancy content is pretty effortful!
by Norbo
Wed Oct 28, 2020 5:06 pm
Forum: General
Topic: BEPU, have you seen this?
Replies: 3
Views: 624

Re: BEPU, have you seen this?

Yup! It's pretty neat. Incidentally, bepuphysics2 has advised using substepping and lower velocity iteration counts for the same underlying reasons (since well before the paper, if I might toot my own horn :P). It's an extremely strong stabilizer and enables higher frequency responses. You could, in...
by Norbo
Mon Oct 26, 2020 6:16 pm
Forum: Questions and Help
Topic: [V1 to v2]Friction and bounciness
Replies: 6
Views: 6611

Re: [V1 to v2]Friction and bounciness

There is no exact mapping of coefficient of restitution/bounciness to v2's parameters. -Damping ratio of 0 is undamped, which corresponds to a full bounce. In practice, the timestep durations necessary for real time simulation will introduce extra damping when the true version of the simulation can'...