Search found 4157 matches

by Norbo
Fri Aug 17, 2018 5:05 am
Forum: General
Topic: v2.0.0-beta released!
Replies: 3
Views: 8

Re: v2.0.0-beta released!

Thanks! You should do another blog post soon going over the various improvements and changes between v1 and v2. Your last few posts were great! I plan to write at least a couple here shortly now that the beta's out. Maybe a website upgrade too- having to format the long form blog posts in raw html i...
by Norbo
Fri Aug 17, 2018 3:57 am
Forum: General
Topic: v2.0.0-beta released!
Replies: 3
Views: 8

v2.0.0-beta released!

by Norbo
Mon Aug 13, 2018 8:15 pm
Forum: Questions and Help
Topic: [V1] Performance issue
Replies: 4
Views: 38

Re: [V1] Performance issue

120ms on the desktop is about right for first frame JIT and initialization. 500ms+ on a slower mobile device makes sense. If you'd like to push some of that time into the load phase, you can force initialization for all collision pair types during a load phase: foreach (var factory in NarrowPhaseHel...
by Norbo
Sun Aug 12, 2018 8:33 pm
Forum: Questions and Help
Topic: [V1] Performance issue
Replies: 4
Views: 38

Re: [V1] Performance issue

While there is some initialization and just in time compilation that happens early on in execution, one second is definitely way longer than anything should take unless you're dealing with millions of something. It's hard to say what would cause that without more information. I'd recommend trying to...
by Norbo
Wed Aug 01, 2018 10:48 pm
Forum: Questions and Help
Topic: [V1] About PenetrationDepth
Replies: 2
Views: 50

Re: [V1] About PenetrationDepth

The deferred event dispatcher does nothing more than provide a deferred copy of the most recent events. Since Depth1 is the latest available value, that's what you see. In the above example, Depth2 has not yet been computed; that's what the next frame will compute. The choice of stage execution orde...
by Norbo
Sat Jul 14, 2018 4:45 am
Forum: General
Topic: Unity and Bepu v2 notes
Replies: 1
Views: 75

Re: Unity and Bepu v2 notes

Notably : The team at Unity is now working with the Roslyn team to adopt the Roslyn C# compiler in Unity. Because Roslyn is a larger compiler, it is a slower compiler to startup, and Unity does many small incremental compilations. So the team is working towards adopting the server compilation mode ...
by Norbo
Sat Jul 07, 2018 10:40 pm
Forum: General
Topic: Translating BEPUphysics v1 to Unity ECS & Job System
Replies: 4
Views: 216

Re: Translating BEPUphysics v1 to Unity ECS & Job System

Hoo boy, that should be a... fun... project :) I would add a cautionary note about v1- it does not map naturally to the performance-minded bits of the new Unity ECS model at all. Revamping it to actually make decent use of Burst and so on would require massive architectural changes. In fact, the end...
by Norbo
Fri Jun 29, 2018 3:07 am
Forum: Questions and Help
Topic: Handling Networked CharacterControllers
Replies: 3
Views: 99

Re: Handling Networked CharacterControllers

First, just wanted to say thanks again for the fantastic library; it's really been invaluable for me and a blast to work with. Glad it's working for ya :) At this point, I certainly wouldn't rule out bugs in my networking or sync code, but any help about the general approach I should be taking woul...
by Norbo
Wed Jun 27, 2018 10:11 pm
Forum: Questions and Help
Topic: Need advice in several issues
Replies: 3
Views: 84

Re: Need advice in several issues

Q: Is modifying the entity's Velocity (Linear and Angular) an acceptable practice? (I'm aware that modifying position or other kinds of teletransportation are not recommended) If not, what's the recommended way to keep a character at approx. constant speed? Directly controlling velocity can work. I...
by Norbo
Mon Jun 25, 2018 10:50 pm
Forum: Questions and Help
Topic: Need advice in several issues
Replies: 3
Views: 84

Re: Need advice in several issues

For 3-6, the stated options are probably the easiest options. For 1 and 2: 1 - Roaming NPC. Walks randomly. Can be pushed by player, cannot push player (but must not go through player) Two options: player is kinematic and the NPC is dynamic, or the NPC's interaction is nonphysically controlled. 2 - ...
by Norbo
Sun Jun 24, 2018 12:13 am
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 4
Views: 78

Re: [v1]Scaled cylinder

A primitive box will indeed be much faster than a DetectorVolume. At the same level of detail, a convex hull will also tend to massively outperform mesh based implementations like the DetectorVolume, and I don't plan to bring a DetectorVolume equivalent to v2. (There will be collidable meshes, of co...
by Norbo
Sat Jun 23, 2018 10:59 pm
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 4
Views: 78

Re: [v1]Scaled cylinder

While shapes do not have any form of native scaling, it is possible to wrap them in a TransformableShape and use that to apply linear transforms like nonuniform scaling. So for example, you could do this: var transformableShape = new TransformableShape(new CylinderShape(1, 1), Matrix3x3.CreateScale(...
by Norbo
Fri Jun 22, 2018 10:21 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 25
Views: 1075

Re: Deterministic fixed-point port, open source

That behavior reminds me of one of a few things: 1) Incorrect depth calculation. 2) Failing shallow collision detection, followed by deep detection trying to compensate and 'bouncing' the shape out. 3) Broken persistent manifold management. All the pairs in the video would use the GeneralConvexPairH...
by Norbo
Fri Jun 22, 2018 10:08 pm
Forum: Questions and Help
Topic: [V1] Collision between two convex colliders
Replies: 2
Views: 88

Re: [V1] Collision between two convex colliders

You're welcome :) This is (probably) the collision margin. v1 uses an algorithm called GJK for shallow collision detection between many shape types including convex hull pairs. Standard GJK only works with separated objects, so the collision margin is used to keep the shapes apart. You can think of ...
by Norbo
Sun Jun 03, 2018 10:48 pm
Forum: Questions and Help
Topic: Most efficient rotation method for an entity?
Replies: 5
Views: 145

Re: Most efficient rotation method for an entity?

The EntityRotator doesn't support a 'time to meet goal' explicitly, but for dynamics, you can modify the underlying motor to behave in different ways. For example, you could mess with the rotator.AngularMotor.Servo.MaxCorrectiveVelocity, rotator.AngularMotor.Servo.BaseCorrectiveSpeed, or spring sett...