Search found 4139 matches

by Norbo
Sat May 05, 2018 8:21 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

From what I hear from Norbo, there's not much hope of getting V2 to be deterministic. Its highly optimized to use SIMD instructions, which don't really translate to integer math at all. Yup- for now. I would like to look into abstracting scalars with a compile time switch, though. If I can find a w...
by Norbo
Sat Apr 28, 2018 3:51 am
Forum: Questions and Help
Topic: V2 Simulation lists
Replies: 2
Views: 73

Re: V2 Simulation lists

Kinematic bodies (i.e. bodies with 0 inverse inertia) have velocity and are capable of velocity-based movement. Static objects, in contrast, have no velocity, cannot move at all (outside of direct user pose modification), and cannot be connected to by constraints. In the block chain demo, the top bo...
by Norbo
Sat Apr 28, 2018 3:30 am
Forum: General
Topic: v2.0.0-alpha released!
Replies: 3
Views: 135

Re: v2.0.0-alpha released!

Do you have a document for porting from V1 to V2?
Not yet- that's something I do want to make, though. Once I get some more of the important missing features in, I'll probably start creating some high level concept mapping documentation that links back to relevant demos for examples.
by Norbo
Mon Apr 09, 2018 11:33 pm
Forum: Questions and Help
Topic: Teleporting and joints
Replies: 1
Views: 56

Re: Teleporting and joints

Teleportation is not a physically 'understood' action- when only part of the ship is teleported, the other connected pieces stay where they are. The resulting constraint error is gradually fixed at the velocity level, as you've observed. Generally, when applying network corrections, it's a good idea...
by Norbo
Wed Apr 04, 2018 7:17 pm
Forum: Questions and Help
Topic: Getting all entitys inside a bounding frustrum
Replies: 2
Views: 69

Re: Getting all entitys inside a bounding frustrum

One approach would be to represent the frustum as a ConvexHullShape, and then use the NarrowPhaseHelpers.GetPairHandler to grab a pair to test. The character's QueryManager.QueryContacts function does this. That said, it's not going to be ideal. An enormous convex hull tested against relatively smal...
by Norbo
Sun Apr 01, 2018 4:30 am
Forum: General
Topic: v2.0.0-alpha released!
Replies: 3
Views: 135

v2.0.0-alpha released!

If you like eating partially baked bread, you'll love using the alpha!
http://www.bepuphysics.com/blog/2018/3/ ... eased.html
by Norbo
Thu Mar 22, 2018 8:03 pm
Forum: General
Topic: Games using bepu
Replies: 54
Views: 23681

Re: Games using bepu

Nice work, hopefully I'll have v2.0 out before you can finish a third entire game :P
by Norbo
Sat Mar 10, 2018 11:02 pm
Forum: General
Topic: Convert static mesh to dynamic mesh at an impact
Replies: 2
Views: 90

Re: Convert static mesh to dynamic mesh at an impact

In bepuphysics v1 and engines which handle things similarly, removing something from a static mesh is a topological change that will tend to imply a heavy acceleration structure update. So, it is possible, but it comes with pretty significant overhead- especially when talking about a single giant le...
by Norbo
Wed Feb 28, 2018 5:38 am
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

MethodImplOptions.AggressiveInlining tends to work best (at least on the versions of coreclr 2.0.X that I've tested) when dealing with functions that pass by reference exclusively. When passing by value, many copies tend to persist, so even if the call itself is inlined the value is somewhat limited...
by Norbo
Tue Feb 27, 2018 9:45 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

The high level nature of C# combined with the JIT nature of the compiler is going to make that a bit tricky. There might exist some peephole optimizations that you could trigger with the right combination of operations, but that's a long shot. Other than trying borderline random things with no guara...
by Norbo
Mon Feb 26, 2018 8:23 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

Nice work! what tools do you use when optimizing your code? A few of the most common: 1) VS's default profiler for very high level investigation and sanity checks. Sampling profiler modes will tend to be less warped by overhead in small functions. 2) For anything more in depth, VTune on Intel and Co...
by Norbo
Tue Feb 13, 2018 8:29 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

1. The moving object in the PathFollowingDemo is a bit jittery I'm not sure if decimal can be relied upon for cross platform determinism, especially if you're dealing with different runtimes. However, I would be surprised if the jitteriness is actually caused by a lack of precision; I would assume ...
by Norbo
Sun Feb 11, 2018 7:56 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 22
Views: 561

Re: Deterministic fixed-point port, open source

1. EntityStateChange EntityStateChange is a union type designed to hold one of two possible data types. Since it can't hold both types at once, it's okay for them to overlap in memory. In other words, the explicit layout and field offsets were simply a mild memory optimization. You can either set t...
by Norbo
Tue Dec 19, 2017 6:45 pm
Forum: Questions and Help
Topic: Handling collision
Replies: 3
Views: 364

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: 149

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...