Search found 8 matches

by Piranha
Sat Jan 04, 2014 6:07 pm
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 22412

Re: v1.3.0 released!

FluidVolume now supports non-Y up vectors and is a little less bad. Fluids on spherical Shapes (Planet :shock: )?! Awesome! It's still a little bad. :lol: :lol: :lol: Good job man. Can't wait to get out of my finals :twisted: btw. Seems like everyone else in forum has a hangover from holidays
by Piranha
Fri Nov 02, 2012 5:27 pm
Forum: Questions and Help
Topic: Physical Box stops in air.
Replies: 2
Views: 3220

Re: Physical Box stops in air.

Hi, There is indeed- Space.DeactivationManager.VelocityLowerLimit. I'll add that to the ApplyScale method. I corrected the value and it was working fine. No freezes here. But then I activated the StaticMeshes (aka planet surface) again and it was horrible slow. Spawning my shoot box makes BEPU 'thin...
by Piranha
Tue Oct 30, 2012 2:14 pm
Forum: Questions and Help
Topic: Physical Box stops in air.
Replies: 2
Views: 3220

Physical Box stops in air.

Hi, I'm again here with my earth-sized planets :D The planets scale is 2, so I using the Configurationhelper.ApplyScale to scale the BEPU engine down by 4.8 million times. But now my boxes (pulled to planet by a forcefield) stop in air. When I spawn them, they start falling down correctly, exactly l...
by Piranha
Mon Jun 25, 2012 10:36 pm
Forum: Questions and Help
Topic: Raycast problem on small distances
Replies: 4
Views: 4933

Re: Raycast problem on small distances

Or, if the triangles are large enough, it may be that the triangle winding is inconsistent and the StaticMesh sidedness isn't double sided. That would allow some rays (and collisions) to pass through. If Counterclockwise or Clockwise StaticMesh.TriangleSidedness fails and DoubleSided sidedness does...
by Piranha
Mon Jun 25, 2012 2:11 pm
Forum: Questions and Help
Topic: Raycast problem on small distances
Replies: 4
Views: 4933

Raycast problem on small distances

Hi, after fixing the StaticMeshes generated from my planet-chunks (Some of the vertices were 'NaN'. I don't even know how you handled this on mesh creation without throwing an exception xD) they are pretty fast :) Now I'm stuck with another problem: My RayCasts are very inaccurate. I don't know why,...
by Piranha
Sun Jun 10, 2012 2:29 pm
Forum: Questions and Help
Topic: Simple Help! and Grats!
Replies: 4
Views: 6534

Re: Simple Help! and Grats!

In a rough order from fastest/most approximate to slowest/closest representation: -Simple primitives like BoxShape, SphereShape, etc. -More complicated primitives like ConvexHullShape -CompoundShape of BoxShape, SphereShape, etc. -CompoundShape of ConvexHullShapes (you can, of course, use other sim...
by Piranha
Sun Jun 03, 2012 4:41 pm
Forum: General
Topic: BEPUphysics v1.2.0 released!
Replies: 16
Views: 20809

Re: BEPUphysics v1.2.0 released!

Hi again, The last three days is ported the DependencyFree fork to OpenTK compatible types, so there is now an OpenGL compatible version of BEPU. Since OpenTK supports double precision (which is the reason why I changed from XNA to OpenTK btw.) I made another fork that is a fully double precision BE...
by Piranha
Fri Jun 01, 2012 1:19 pm
Forum: General
Topic: BEPUphysics v1.2.0 released!
Replies: 16
Views: 20809

Re: BEPUphysics v1.2.0 released!

Hi, I'm new to BEPUphysics. I plan to use BEPU on OpenTK(OpenGL on C#) with the 'DependencyFree' fork, so I'm happy to hear that it's well-kept too :) btw. the latest download of the DF fork misses the 'ICollisionRulesOwner.cs' which I had to add manually to the project. I was really stunned by the ...