Search found 4126 matches

by Norbo
Tue Dec 19, 2017 6:45 pm
Forum: Questions and Help
Topic: Handling collision
Replies: 3
Views: 114

Re: Handling collision

One option would be to represent the track as a curve and project player positions onto that curve. That boils player position down to a single one dimensional parameter that you could check against checkpoint values easily, since it's just comparing two floats. Also, since you can compute that curv...
by Norbo
Sat Dec 02, 2017 3:18 am
Forum: General
Topic: Khronos glTF physics specification
Replies: 1
Views: 47

Re: Khronos glTF physics specification

As far as compatibility goes, it looks like there aren't any blocking issues. Some of the fields are a little overspecific as far as bepuphysics is concerned but not in a problematic way. For example, while there is no single conceptual entity in bepuphysics (1 or 2) which is both a ball socket join...
by Norbo
Fri Nov 10, 2017 12:47 am
Forum: Questions and Help
Topic: scaling Entity at runtime
Replies: 3
Views: 35

Re: scaling Entity at runtime

Entity.CollisionInformation.Shape would be the property, but it may have to be casted to a BoxShape first if the entity wasn't a prefab Box type. You could keep a reference to the shape used by an entity around to avoid having go through the entity's properties, too. The EntityConstructionDemo.cs in...
by Norbo
Fri Nov 10, 2017 12:06 am
Forum: Questions and Help
Topic: scaling Entity at runtime
Replies: 3
Views: 35

Re: scaling Entity at runtime

All entities in the engine are 'rigid' for the purposes of simulation. Entity.WorldTransform is a convenience wrapper around the Position and Orientation properties. When setting a value on the Entity.WorldTransform, the matrix is reinterpreted as just a position and orientation, so all nonrigid tra...
by Norbo
Thu Nov 09, 2017 8:12 pm
Forum: Questions and Help
Topic: How to build BEPUphysicsDemos?
Replies: 2
Views: 82

Re: How to build BEPUphysicsDemos?

Oof, these are always fun. What version of visual studio are you using? It may be related to some missing machine-wide dependency. Given that it's failing on a shader compilation, possibly DX related. I'm not sure what specific dependency you're missing. Presumably you could get the expected version...
by Norbo
Tue Nov 07, 2017 12:35 am
Forum: Questions and Help
Topic: EntityMover - no collisions with static mesh
Replies: 3
Views: 49

Re: EntityMover - no collisions with static mesh

There shouldn't be anything special about the entity mover or its motor for dynamic bodies. Is there truly no collision response at all, or is the motor just strong enough to overpower the contact constraints? If it's the latter, then weakening the motor should fix it: mover.LinearMotor.Settings.Ser...
by Norbo
Tue Oct 31, 2017 6:36 pm
Forum: Questions and Help
Topic: Vehicle simulation
Replies: 3
Views: 55

Re: Vehicle simulation

Norbo's going to pop in and tell us exactly how to fix that to near-perfect levels 8) Provided that the attachment points of the tow bar are the main masses of the tug and the plane, and provided that the tow bar is simulated as a single constraint, I wouldn't expect any significant issues. Tugs ar...
by Norbo
Sun Oct 22, 2017 8:37 pm
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 422832

Re: Version Roadmap

Roadmap updated for the creation of the bepuphysics v2 repo. Still a lot of work to do, but now you can watch it a little more easily!
by Norbo
Tue Oct 17, 2017 6:49 pm
Forum: Questions and Help
Topic: Reduce Collision questions.
Replies: 3
Views: 79

Re: Reduce Collision questions.

Specialized boolean queries aren't supported out of the box at the level of the narrow phase. You could do something like the CharacterController's QueryManager.QueryContacts for individual objects, stopping when you identify a pair with nonzero contacts, but it could just end up being slower than t...
by Norbo
Mon Oct 16, 2017 6:58 pm
Forum: Questions and Help
Topic: Reduce Collision questions.
Replies: 3
Views: 79

Re: Reduce Collision questions.

Collision detection is built to find contacts for the purposes of collision response, so it doesn't support a 'stop after first collision' boolean style test by default. However, I'm not entirely clear on the setup- thousands of contacts would suggest that the involved objects are very complicated a...
by Norbo
Sun Oct 01, 2017 1:51 am
Forum: General
Topic: Unity3d Fork
Replies: 4
Views: 2386

Re: Unity3d Fork

I don't think I've seen a packaged unity fork, no. I don't maintain one, at least. (Fortunately, this long lived annoyance will partially go away with v2, since it's just a .NET Standard 2.0 library. So long as unity supports that, it'll run. Some questions remain about unity's timeline for .NET sta...
by Norbo
Thu Sep 28, 2017 7:45 pm
Forum: Questions and Help
Topic: Possible issue with BEPU Quaternions (minor)
Replies: 1
Views: 69

Re: Possible issue with BEPU Quaternions (minor)

well you see the negation of a quaternion representing an orientation is an identity transform so uh its consistent to return the same thing and also it totally makes sense that one of the other overloads actually negates the components and

(fixed)
by Norbo
Tue Sep 26, 2017 8:22 pm
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 16
Views: 3789

Re: Deterministic Lock-step in Unity3D(iOS/Android)

This is one of those wishlist areas for v2, too. While local determinism is relatively easy in v2, cross-platform determinism through fixed point math is even trickier than in v1 due to the use of SIMD all over the place. Something I'd like to eventually try (emphasis here on eventually , considerin...
by Norbo
Tue Sep 19, 2017 6:18 pm
Forum: Questions and Help
Topic: BEPU and helix toolkit
Replies: 1
Views: 110

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: 3
Views: 114

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.