Search found 20 matches
- Wed May 06, 2009 6:06 am
- Forum: Questions and Help
- Topic: Applying force on compound bodies
- Replies: 14
- Views: 10782
Re: Applying force on compound bodies
Thanks for the feedback. It seems I had two problems: - I adjusted the Clamping/ClampingTime parameters. This stopped the object from halting. - The super speed issue was due to a 'normal' vector being used, which was not actually normalized. I assumed the hit normals returned from the raycast funct...
- Wed May 06, 2009 5:10 am
- Forum: Questions and Help
- Topic: Applying force on compound bodies
- Replies: 14
- Views: 10782
Re: Applying force on compound bodies
- Once it gets passed a certain 'threshold' impulse, it moves nice and smoothly. The first few shots will bump the weight slightly, but it won't return to it's resting position. It just sort of hangs there at an angle, which disobeys the force of gravity :) - Both work perfectly. I can either bump i...
- Wed May 06, 2009 2:51 am
- Forum: Questions and Help
- Topic: Applying force on compound bodies
- Replies: 14
- Views: 10782
Re: Applying force on compound bodies
Hey Norbo - sorry to bump an old thread, but it seems I have the same problem! I've got a compound body composed of a few cylinders. The combined mass of the sub bodies is 500. The player is able to shoot this compound body and it will react (imagine a weight swinging on the end of a rope, and then ...
- Sun May 03, 2009 3:10 am
- Forum: Questions and Help
- Topic: Physics Stalling Issue
- Replies: 5
- Views: 4634
Re: Physics Stalling Issue
The stalls lasted from 3 seconds to indefinite, and I was able to repro them reliably after spawning anywhere from 2 to 20 objects. Now that the mesh is fixed, I haven't been able to repro at all (thank goodness ;)). I'm currently using the PersistentUniformGrid heuristic, didn't try with DBH. There...
- Sun May 03, 2009 2:04 am
- Forum: Questions and Help
- Topic: Physics Stalling Issue
- Replies: 5
- Views: 4634
Re: Physics Stalling Issue
Yes. All the entities are added to the space @ the beginning of the simulation. When an entity is requested, our pooling system returns and entity that is not currently being used. This entity then has it's data updated via the thread-safe accessors.
- Sun May 03, 2009 12:33 am
- Forum: Questions and Help
- Topic: Physics Stalling Issue
- Replies: 5
- Views: 4634
Physics Stalling Issue
This took me a good bit of time to figure out, so I'm posting here. Not sure if it is an issue with Bepu, or user error. I have a bunch of dynamically created entities that are created through user input. I noticed that these entities were occasionally stalling my entire physics thread. It was a ver...
- Mon Apr 20, 2009 7:07 pm
- Forum: Questions and Help
- Topic: intelligent camer
- Replies: 4
- Views: 4875
Re: intelligent camer
Since there isn't a built in space-wide convex cast, this would require collecting all candidates for the test with an intangible or detector object that roughly fits the area where your raycast is. Norbo - The Toolbox swept collision test functions require two entities. This is problematic for sta...
- Sun Mar 22, 2009 9:47 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
I ended up implementing a solution that deconstructs my mesh, creates bounding volumes, re-arranges verts and indices, and dynamically creates small 'partial' TriangleMeshes of < 2k polygons each. I can then do pruning w/ bounding volumes, and call refit() only when necessary on these small mesh chu...
- Sat Mar 21, 2009 9:30 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
It's the entire character.
- Sat Mar 21, 2009 8:11 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
It is called when a user performs a certain event, right before a raycast needs to be performed. It creates a noticeable hiccup. I will try some other options and look into time-slicing it. I'm testing with a 13k triangle mesh, and a 2k triangle mesh. Our final collision mesh will probably be somewh...
- Sat Mar 21, 2009 7:22 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
Are there any possible optimizations for TriangleBoundingVolumeHierarchy.refit() to get better performance, especially on the 360? i.e. changing the margins, or something else along those lines?
- Wed Mar 18, 2009 7:47 pm
- Forum: Questions and Help
- Topic: Need suggestions for hover craft type functionality...
- Replies: 7
- Views: 6426
Re: Need suggestions for hover craft type functionality...
Following the algorithm you supplied, it seems that your impulse direction is opposite. For example, if your corner point is ABOVE your spring equilibrium point, you would want to apply an impulse downwards to return to equilibrium. You should either apply the force in the Vector3.Up direction, or d...
- Wed Mar 18, 2009 12:57 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
Additional question for you Norbo :) - If I manually change the vertex positions of an existing TriangleMesh hierarchy, will refit() suffice? This is more than simply changing the world matrix of the mesh - I'd like to perform actual deformation. If so, what is the cost of refit? Is it something tha...
- Wed Mar 18, 2009 12:50 am
- Forum: Questions and Help
- Topic: StaticTriangleGroup Question
- Replies: 10
- Views: 8421
Re: StaticTriangleGroup Question
It looks like you are using an older version of Bepu. In the latest version, 0.9.0, the StaticTriangleGroup constructor has been changed to accept a type of TriangleMesh. The latest demo shows this usage. In older versions of Bepu (0.8.0 and before), StaticTriangleGroup.initializeData was usually no...
- Tue Mar 17, 2009 2:13 am
- Forum: Questions and Help
- Topic: Animated Mesh Collision (2)
- Replies: 14
- Views: 9819
Re: Animated Mesh Collision (2)
Interesting ideas. The suggested approach is basically simulating a skinned mesh with intelligently placed rigid body meshes. Due to vertex blending and deformation, I fear that there will be some issues near joints and areas where vertices are affected by multiple bones. It might be acceptable thou...