Search found 4189 matches

by Norbo
Mon Jan 14, 2019 10:54 pm
Forum: Questions and Help
Topic: Array out of index with NarrowPhaseSystems
Replies: 1
Views: 28

Re: Array out of index with NarrowPhaseSystems

That error does indeed look like something I'd expect from asynchronous modification. If it is, I won't be able to easily point out the problem. If you fully sequentialize execution to guarantee no asynchronous access of any kind, does it still happen? Edit: Oh yeah and I´m running on .net core 2.1 ...
by Norbo
Mon Jan 07, 2019 12:44 am
Forum: General
Topic: Unity and Bepu v2 notes
Replies: 3
Views: 673

Re: Unity and Bepu v2 notes

I'm not sure if anyone has managed it with v2 yet. If you want to try a smaller scale test, you may want to check if the System.Numerics.Vectors types work well yet. It may still be a little tricky- there might be configuration options you'd have to fiddle with to enable the relevant supporting runt...
by Norbo
Sat Dec 29, 2018 10:43 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 448

Re: Using character controller in v1 to be easily upgradeable to v2

Looking good 8) What would be the best way to approximate scaling actually? Should I just scale all the forces (gravity, movement, jump) in addition to rescaling the height and radius and mass? Pretty much, although you should be careful about mass. A 'correct' scaling would increase mass by the cub...
by Norbo
Fri Dec 28, 2018 8:35 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 448

Re: Using character controller in v1 to be easily upgradeable to v2

One thing that I'm still not quite sure about are the instanced meshes. Is the contact support going to work with these as well and perform reasonably well with a single character? From a performance perspective, the difference between an InstancedMesh and a StaticMesh is near zero, and the charact...
by Norbo
Fri Dec 28, 2018 12:01 am
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 448

Re: Using character controller in v1 to be easily upgradeable to v2

What exactly is the "capsule on a stick"? Is that using a custom velocity simulation (outside of the physics engine) and doing a convex sweep to check how far it can go along that direction? "Capsule on a stick" refers to a very simple form of character where the character's collision is represente...
by Norbo
Tue Dec 18, 2018 11:39 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 222

Re: [v1]"Scaled" convex hull

My problem is with the parameter "indexList" of the ComputeShapeDistribution function. Where do I get that index list from? I've tried the ConvexHullShape constructor which allows to output an indexList, but those indexes seem to be refering the original object vertex list, not the convex hull vert...
by Norbo
Tue Dec 18, 2018 12:31 am
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 448

Re: Using character controller in v1 to be easily upgradeable to v2

I haven't fully decided what to do about the character controller situation in v2 yet, so things are still a little muddy. One option would be to continue with a v1-ish approach, just without the explicit upstepping and downstepping. Walking up stairs and similar obstacles would be handled entirely ...
by Norbo
Mon Dec 17, 2018 11:56 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 222

Re: [v1]"Scaled" convex hull

1) create a new convex hull with a scale applied from an initial convex hull? One option would be to create a TransformableShape that wraps the original ConvexHullShape. The transformable shape allows arbitrary affine transforms, but it does cost a bit more in collision detection. There is still so...
by Norbo
Wed Nov 28, 2018 11:48 pm
Forum: Questions and Help
Topic: Collision event, normal direction
Replies: 2
Views: 204

Re: Collision event, normal direction

It's been long enough that I'm not 100% confident in this, but I believe all normals in v1 are calibrated to point from A to B in a pair. So if you have the body reference and the pair, you can conditionally negate the normal. It's possible that I didn't hold to this consistently in every pair type-...
by Norbo
Sat Nov 24, 2018 9:33 pm
Forum: Questions and Help
Topic: Static Group can get smaller but not bigger
Replies: 2
Views: 189

Re: Static Group can get smaller but not bigger

I'd assume this is related to the fact that StaticGroups do not automatically refit their acceleration hierarchies when children are changed. You should be able to fix the issue by calling: staticGroup.Shape.CollidableTree.Refit(); staticGroup.UpdateBoundingBox(); after you make modifications. You c...
by Norbo
Sat Oct 27, 2018 4:19 am
Forum: Questions and Help
Topic: Remove elastic when free fall
Replies: 3
Views: 286

Re: Remove elastic when free fall

Sorry, I'm not sure what you're asking about. All material combinations work as expected in the provided code snippet when run in the BEPUphysicsDemos. If you're asking about how the bounciness of two bodies interacts to create the collision response, the material property of each body is combined u...
by Norbo
Sat Oct 27, 2018 1:44 am
Forum: Questions and Help
Topic: Remove elastic when free fall
Replies: 3
Views: 286

Re: Remove elastic when free fall

The remaining elastic effect is caused by penetration correction. You can adjust its speed in the CollisionResponseSettings, but if you eliminate it entirely it means that objects won't separate from deep penetration. Other options include a) enable continuous collision detection (entity.PositionUpd...
by Norbo
Mon Oct 22, 2018 8:59 pm
Forum: Questions and Help
Topic: Prediction and Physics
Replies: 8
Views: 520

Re: Prediction and Physics

You can use Space.Update on both, yes; just be careful about the amount of integrated time. Each parameterless Space.Update call performs a time step equal to Space.TimeStepSettings.TimeStepDuration, so you'll need to take a number of time steps equal to the accumulated time divided by the time step...
by Norbo
Sun Oct 21, 2018 9:13 pm
Forum: Questions and Help
Topic: Prediction and Physics
Replies: 8
Views: 520

Re: Prediction and Physics

One option would be to combine the six substep inputs into a single representative update. This is approximate, but it'll be better than just teleporting things. Updating the physics at a higher rate would also be much more reliable. In fact, it's unlikely that a 10hz update rate will produce usable...