Search found 4175 matches

by Norbo
Sun Oct 21, 2018 9:13 pm
Forum: Questions and Help
Topic: Prediction and Physics
Replies: 5
Views: 49

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...
by Norbo
Sat Oct 20, 2018 10:11 pm
Forum: Questions and Help
Topic: Prediction and Physics
Replies: 5
Views: 49

Re: Prediction and Physics

Sorry, I'm having trouble understanding the details of the question. If you are asking about how this form of clientside prediction works, it typically involves: 1) The client sends a steady stream of input packets to the server at a high rate. 2) The client predicts the result of those inputs while...
by Norbo
Fri Oct 19, 2018 9:33 pm
Forum: Questions and Help
Topic: Prediction and Physics
Replies: 5
Views: 49

Re: Prediction and Physics

Setting the Position or Orientation properties of an entity is a form of teleportation. There is no velocity associated with the movement, so collision detection and contact constraints can't stop it. At best, penetration recovery will gradually correct the error, but this will be very squishy compa...
by Norbo
Wed Oct 17, 2018 12:03 am
Forum: Questions and Help
Topic: How to use for a 2D game?
Replies: 2
Views: 38

Re: How to use for a 2D game?

There is no '2d mode', so you have to somehow control objects so that they sit on a 2d plane and only rotate around one axis. The easiest approach is setting two of the rows of the local inverse inertia tensor in every dynamic body to all zeroes. That gives the body effectively infinite inertia arou...
by Norbo
Tue Oct 16, 2018 11:55 pm
Forum: Questions and Help
Topic: Set Orientation from other point
Replies: 5
Views: 87

Re: Set Orientation from other point

The LocalPosition serves as a local offset from the center of mass to the center of the collision shape. In other words, collisionShapeLocation = LocalPosition * entity.Orientation + entity.Position So yes, that can be used to make the collision shape rotate around a point that is not the same as th...
by Norbo
Mon Oct 15, 2018 11:26 pm
Forum: Questions and Help
Topic: Set Orientation from other point
Replies: 5
Views: 87

Re: Set Orientation from other point

If you want to rotate an object that is offset from the origin of rotation, you need to rotate the offset. offset = previousCenterOfBody - centerOfRotation rotatedOffset = offset * rotation newCenterOfBody = centerOfRotation + rotatedOffset newOrientation = orientation * rotation More robustly, if y...
by Norbo
Wed Oct 10, 2018 11:03 pm
Forum: Questions and Help
Topic: Rotate Gun to target
Replies: 1
Views: 37

Re: Rotate Gun to target

There are a variety of ways to handle this depending on the kind of behavior you want. There is no single 'correct' way to point the gun, both in terms of math (an infinite number of valid rotations) and in terms of gameplay design (maybe you want some animations or something). This also doesn't sou...
by Norbo
Wed Oct 10, 2018 10:26 pm
Forum: Questions and Help
Topic: Unexplainable Framedrop [explainable now]
Replies: 7
Views: 113

Re: Unexplainable Framedrop

I didn't actually get it running (environmental setup issues), but it looks like it's still just a matter of tons of triangles being tested. In the test, the box is 100 units across and the terrain uses the default scaling of 1, so given the flat terrain, the box is going to be tested against at lea...
by Norbo
Tue Oct 09, 2018 10:24 pm
Forum: Questions and Help
Topic: Unexplainable Framedrop [explainable now]
Replies: 7
Views: 113

Re: Unexplainable Framedrop

what would happen if a dynamic entity would go "inside" an another entity? For example if I would drop the cube so fast, that it gets inside my terrain to half. Would this cause a performance issue for the engine to "push" the box to outside again? The most significant change would be the tendency ...
by Norbo
Mon Oct 08, 2018 7:15 pm
Forum: Questions and Help
Topic: Unexplainable Framedrop [explainable now]
Replies: 7
Views: 113

Re: Unexplainable Framedrop

It's hard to say without seeing a repro directly, but I would assume it's related to testing a huge number of triangles. For example, if the terrain is completely flat and has triangles 1 unit wide, dropping a 400x400 box on top of it would cause at least 400 * 400 * 2 = 320000 box-triangle tests. I...
by Norbo
Mon Sep 24, 2018 7:25 pm
Forum: Questions and Help
Topic: Bepu vs Bulletsharp
Replies: 1
Views: 97

Re: Bepu vs Bulletsharp

I have never done rigorous benchmarking against other engines, so I would definitely encourage you to run your own tests that represent your use case. That said, I believe bullet and bepuphysics v1 are fairly similar, at least on some processors. Bepuphysics v2, though, is much faster than v1 on any...
by Norbo
Mon Sep 10, 2018 9:37 pm
Forum: Questions and Help
Topic: Demo Not Building in VS2017
Replies: 2
Views: 105

Re: Demo Not Building in VS2017

Probably missing the right shader compiler version. You could download and install the used monogame version (http://www.monogame.net/2017/03/01/monogame-3-6/) to get that dependency, or you could directly download the June 2010 DirectX SDK from microsoft (https://www.microsoft.com/en-us/download/de...
by Norbo
Sat Sep 08, 2018 10:02 pm
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 6
Views: 180

Re: [v1]Scaled cylinder

If the goal is a nonuniformly scaled cylinder with ellipsoid caps, not really. In v1, the full set of options is: 1) TransformableShape wrapping CylinderShape 2) ConvexHullShape approximation 3) Mesh approximation 4) Custom dedicated shape type #1 is dropped in v2, #3 is way more expensive than #2, ...
by Norbo
Thu Aug 23, 2018 9:38 pm
Forum: General
Topic: Games using bepu
Replies: 56
Views: 24981

Re: Games using bepu

Glad it worked for you! I hope you had a ball working on that! 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8) 8)
by Norbo
Mon Aug 20, 2018 10:14 pm
Forum: Questions and Help
Topic: [V1] Atomic operations?
Replies: 1
Views: 86

Re: [V1] Atomic operations?

There's no good built in solution for more complex logic like that, so I would recommend just creating your own buffered change queue that you can flush on the physics thread. The SpaceObjectBuffer is nothing special anyway- v2 doesn't even have an analogous feature since it is so low value.