Search found 20 matches

by doggan
Wed May 06, 2009 6:06 am
Forum: Questions and Help
Topic: Applying force on compound bodies
Replies: 14
Views: 10753

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...
by doggan
Wed May 06, 2009 5:10 am
Forum: Questions and Help
Topic: Applying force on compound bodies
Replies: 14
Views: 10753

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...
by doggan
Wed May 06, 2009 2:51 am
Forum: Questions and Help
Topic: Applying force on compound bodies
Replies: 14
Views: 10753

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 ...
by doggan
Sun May 03, 2009 3:10 am
Forum: Questions and Help
Topic: Physics Stalling Issue
Replies: 5
Views: 4614

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...
by doggan
Sun May 03, 2009 2:04 am
Forum: Questions and Help
Topic: Physics Stalling Issue
Replies: 5
Views: 4614

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.
by doggan
Sun May 03, 2009 12:33 am
Forum: Questions and Help
Topic: Physics Stalling Issue
Replies: 5
Views: 4614

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...
by doggan
Mon Apr 20, 2009 7:07 pm
Forum: Questions and Help
Topic: intelligent camer
Replies: 4
Views: 4865

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...
by doggan
Sun Mar 22, 2009 9:47 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

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...
by doggan
Sat Mar 21, 2009 9:30 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

Re: Animated Mesh Collision (2)

It's the entire character.
by doggan
Sat Mar 21, 2009 8:11 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

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...
by doggan
Sat Mar 21, 2009 7:22 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

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?
by doggan
Wed Mar 18, 2009 7:47 pm
Forum: Questions and Help
Topic: Need suggestions for hover craft type functionality...
Replies: 7
Views: 6417

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...
by doggan
Wed Mar 18, 2009 12:57 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

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...
by doggan
Wed Mar 18, 2009 12:50 am
Forum: Questions and Help
Topic: StaticTriangleGroup Question
Replies: 10
Views: 8394

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...
by doggan
Tue Mar 17, 2009 2:13 am
Forum: Questions and Help
Topic: Animated Mesh Collision (2)
Replies: 14
Views: 9803

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...