Search found 4113 matches

by Norbo
Tue Sep 19, 2017 6:18 pm
Forum: Questions and Help
Topic: BEPU and helix toolkit
Replies: 1
Views: 14

Re: BEPU and helix toolkit

I am not familiar with helix, but I assume there exists some concept of a visual mesh associated with a world transform; that's the key part. There's one common issue: physics bodies rotate around their center of mass. Their Position property (and so the translation WorldTransform based on the Posit...
by Norbo
Mon Sep 18, 2017 11:49 pm
Forum: Questions and Help
Topic: Handling collision
Replies: 1
Views: 11

Re: Handling collision

You can set the checkpoint object's personal collision rule to NoSolver. Contacts will be generated and events will fire, but the solver won't try to change any velocities.

Check out the CollisionFilteringDemo for more examples.
by Norbo
Fri Sep 15, 2017 9:02 pm
Forum: General
Topic: Progress on 2.0
Replies: 11
Views: 294

Re: Progress on 2.0

Anything fun and new since you last posted on the "2.0" topic? Little bit: -Broad phase is integrated. -Narrow phase constraint generation framework sorta kinda up and running. -SIMD batching collision tester working. Settling on a not-distressing design in the narrow phase took quite a bit longer ...
by Norbo
Sun Sep 10, 2017 1:16 am
Forum: Questions and Help
Topic: Vehicle wheel friction
Replies: 2
Views: 21

Re: Vehicle wheel friction

The WheelShape.UpdateSpin function is responsible for heuristically updating the spin. You could change that if you'd like, but it's useful to note that the wheel's spin has no relevance to the simulation, so you could just as easily ignore the in-engine transform and rebuild your own transform exte...
by Norbo
Wed Aug 30, 2017 8:12 pm
Forum: Questions and Help
Topic: Rotating an object and not efecting direction
Replies: 1
Views: 23

Re: Rotating an object and not efecting direction

'Wiping' the existing rotation shouldn't be an issue when applying an incremental rotation around a local axis, like so: entity.OrientationMatrix *= Matrix3x3.CreateFromAxisAngle(toAdd.OrientationMatrix.Right, MathHelper.PiOver4 * dt); However, the only axis of rotation that won't change the forward...
by Norbo
Tue Aug 22, 2017 6:23 pm
Forum: Questions and Help
Topic: MGCB.exe not working properly when compiling
Replies: 3
Views: 57

Re: MGCB.exe not working properly when compiling

That's odd- if it actually exists, maybe it's failing some sort of file integrity test, or a permissions issue? Does starting visual studio in administrator mode do anything? As a very long shot, does redownloading it do anything? I did do something a little hacky by distributing the dependencies di...
by Norbo
Fri Aug 18, 2017 10:58 pm
Forum: Questions and Help
Topic: CharacterController jump catching on nearby boxes
Replies: 7
Views: 88

Re: CharacterController jump catching on nearby boxes

As long as what you observe is a fairly small effect, it may just be the nature of penetration correction and the discrete collision detection. If that's the case, then you may be able to mitigate it (without sinking into the ground) by reducing the CollisionResponseSettings.MaximumPenetrationRecove...
by Norbo
Thu Aug 17, 2017 6:50 pm
Forum: Questions and Help
Topic: CharacterController jump catching on nearby boxes
Replies: 7
Views: 88

Re: CharacterController jump catching on nearby boxes

Regarding boundary bump mitigation: Although I'm still keen on what can be done to help cases where I do need to stack dynamic entities (i.e. a moving box that's at rest). Given the lack of completely general purpose boundary smoothing, this pretty much relies on minimizing penetration and reducing ...
by Norbo
Thu Aug 17, 2017 2:17 am
Forum: Questions and Help
Topic: CharacterController jump catching on nearby boxes
Replies: 7
Views: 88

Re: CharacterController jump catching on nearby boxes

That does sound like the character is hitting surface-internal boundaries. To confirm, does the 'bump' happen if the character walks into the wall, stops and waits for any depenetration to occur, and then jumps? If it does, it might be something else. For now, I'll assume it is just hitting internal...
by Norbo
Sun Aug 06, 2017 11:29 pm
Forum: Questions and Help
Topic: Best object for a track
Replies: 3
Views: 51

Re: Best object for a track

If you mean like a static race track model, then probably a StaticMesh. Check out the StaticMeshDemo in the BEPUphysicsDemos for an example.
by Norbo
Wed Aug 02, 2017 8:44 pm
Forum: Questions and Help
Topic: Calculating the angle of rotation
Replies: 2
Views: 41

Re: Calculating the angle of rotation

The only oddity there is that the angle, returned in radians from Atan2, is being converted to degrees, and then back to radians. In order to know what's going wrong, you'll have to move up a level- what are you actually trying to do with this, and what do you expect it to do, and what are you getti...
by Norbo
Sun Jul 30, 2017 7:44 pm
Forum: Questions and Help
Topic: BEPU HoveCraft
Replies: 6
Views: 91

Re: BEPU HoveCraft

oh dear now that I've attached a vague near-term date to it, I'm gonna have to suppress the urge to re-rewrite the broadphase and cut five bytes out of each contact manifold constraint and build a fallback solver for nodes of high degree and try alternate position correction modes and build maximum ...
by Norbo
Sun Jul 30, 2017 7:23 pm
Forum: Questions and Help
Topic: Ways to deal with small object oddities
Replies: 1
Views: 34

Re: Ways to deal with small object oddities

This is indeed related to the size. Cylinders don't have any special cases, so they fall back to general convex-convex contact generation. It uses incremental manifolds and iterative collision detection implementations that are sensitive to tuning. Some options: 1) Use something like the demos Confi...
by Norbo
Fri Jul 28, 2017 8:25 pm
Forum: Questions and Help
Topic: BEPU HoveCraft
Replies: 6
Views: 91

Re: BEPU HoveCraft

I'm aiming for about 2 months for the core parts of v2 to be reasonably complete. That means things like a fully implemented collision pair matrix, a useful zoo of constraints, CCD, deactivation, and the required underlying infrastructure. That first release probably won't include some useful featur...
by Norbo
Thu Jul 27, 2017 4:09 pm
Forum: Questions and Help
Topic: BEPU HoveCraft
Replies: 6
Views: 91

Re: BEPU HoveCraft

The easiest thing to do would be to use something like Space.RayCast (or even the Terrain.RayCast, if you don't care about any hovering over any other objects) to detect where the terrain is relative to some positions on your hovercraft. Then, you can modify the velocity of the hovercraft to keep it...