Search found 4329 matches

by Norbo
Fri Aug 23, 2019 9:16 pm
Forum: General
Topic: Games using bepu
Replies: 58
Views: 30216

Re: Games using bepu

Well done!
by Norbo
Wed Aug 21, 2019 7:22 pm
Forum: Questions and Help
Topic: Change position of Entity
Replies: 4
Views: 65

Re: Change position of Entity

Simulation.Bodies.GetBodyReference(handle) is an easier way to handle bodies. The BodyReference has a Pose property, among lots of other stuff. Statics don't have an equivalent StaticReference (though I might add one), but their lookup is very simple. Simulation.Statics.Poses[Simulation.Statics.Hand...
by Norbo
Thu Aug 15, 2019 6:57 pm
Forum: Questions and Help
Topic: Sync physics With Display Models
Replies: 1
Views: 23

Re: Sync physics With Display Models

The demos just use a super simple brute force 'start from scratch, add every single object in existence, every single frame' approach.

The Simulation.Bodies.ActiveSet (which aliases Simulation.Bodies.Sets[0]) contains all bodies which are currently awake, which is a decent proxy for moving objects.
by Norbo
Sat Aug 10, 2019 6:25 pm
Forum: Questions and Help
Topic: how could i know if it run correctly with linux server no graphic
Replies: 20
Views: 444

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

Or you mean I have to use that every thread frame.(Use it inside thread) Yes, in order to wait the correct amount of time, you must constantly be measuring how much longer you have to wait: measuredwaiting.png Is this code tell bepu deltatime? What I have to put in this deltatime? The simulation it...
by Norbo
Fri Aug 09, 2019 10:35 pm
Forum: Questions and Help
Topic: how could i know if it run correctly with linux server no graphic
Replies: 20
Views: 444

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

Thread.Sleep will sleep at least as long as the input value, but is not guaranteed any level of precision beyond that. The resolution depends upon the operating system. On windows, I believe the default resolution is 15.625ms, so you're dealing with very coarse timing. It's possible to force higher ...
by Norbo
Wed Aug 07, 2019 11:46 pm
Forum: General
Topic: Unity and Bepu v2 notes
Replies: 12
Views: 1680

Re: Unity and Bepu v2 notes

👍🎷🐍👍
by Norbo
Wed Aug 07, 2019 6:34 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 2070

Re: Bepu v2 Character Controllers

Nothing is stopping the body from falling over, so it does. For characters, a common approach is to set the inverse inertia to all zeroes; this gives it effectively infinite rotational inertia and it can't be rotated by any force anymore. So, in your AddCharacter function: var characterShape = chara...
by Norbo
Tue Aug 06, 2019 9:12 pm
Forum: Questions and Help
Topic: System.Numerics.Vector3 Crash
Replies: 8
Views: 102

Re: System.Numerics.Vector3 Crash

Most of this is just related to using the .NET Framework instead of .NET Core- it handles dependencies in a more tedious way, and doesn't appear to pull in transitive dependencies for referenced projects. You'll need to add nuget references to System.Numerics.Vectors and System.Runtime.CompilerServi...
by Norbo
Tue Aug 06, 2019 7:18 pm
Forum: Questions and Help
Topic: System.Numerics.Vector3 Crash
Replies: 8
Views: 102

Re: System.Numerics.Vector3 Crash

System.Numerics is distinct from System.Numerics.Vectors. I'd recommend either referencing nuget packages or adding a project reference rather than directly referencing .dlls. If you grab the bepuphysics v2 source and add it as a project reference, its nuget dependencies will be pulled in automatica...
by Norbo
Mon Aug 05, 2019 9:35 pm
Forum: Questions and Help
Topic: System.Numerics.Vector3 Crash
Replies: 8
Views: 102

Re: System.Numerics.Vector3 Crash

4.7.2 is the earliest version of the .NET Framework which is considered fully compliant with .NET Standard 2.0, so some of the problems you're seeing may be related to using 4.7.1 and below. I think recent versions of MonoGame have begun supporting .NET Core projects directly; that would be the idea...
by Norbo
Sun Aug 04, 2019 1:25 am
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 2070

Re: Bepu v2 Character Controllers

It think it is because support is false. But what is bool support mean? Support means the character is standing on something. That assert is meant to protect against modifications to the velocity when the character is asleep, since directly modifying velocities does not automatically wake bodies up...
by Norbo
Fri Aug 02, 2019 9:14 pm
Forum: Questions and Help
Topic: how could i know if it run correctly with linux server no graphic
Replies: 20
Views: 444

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

I'd recommend this thread for information about Unity and bepuphysics v2: https://forum.bepuentertainment.com/viewtopic.php?f=9&t=2528 The short version is that there are some unity runtime bugs that get in the way for most simulations, and beyond that, the current runtime does not accelerate the Sy...
by Norbo
Wed Jul 31, 2019 5:46 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 2070

Re: Bepu v2 Character Controllers

View direction is sorta-kinda rotational direction. It is the starting point from which a frame of reference is created. It is projected down onto the surface that currently supports the character to create the 'forward' direction, and then the character's up direction and that computed forward dire...
by Norbo
Tue Jul 30, 2019 8:59 pm
Forum: General
Topic: Bepu + Monogame + VB
Replies: 3
Views: 73

Re: Bepu + Monogame + VB

But I’d still need to wrap for VB? Otherwise C# would be straight forward?
Yup. Or at least as straightforward as the v2 API can be :P
by Norbo
Mon Jul 29, 2019 7:37 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 2070

Re: Bepu v2 Character Controllers

The view direction passed into the modified UpdateCharacterGoals function is zero, since the character.ViewDirection is never assigned to anything else. Without a valid view direction, the character controller does not know how to interpret the movement direction because the movement direction is in...