Search found 22 matches
- Fri Mar 08, 2013 7:32 pm
- Forum: Questions and Help
- Topic: BeforeSolverUpdateables
- Replies: 4
- Views: 3699
Re: BeforeSolverUpdateables
ok I'll give it a try. I'm using d38bb0f3b1fd at the moment, which is from mid sept.
- Thu Mar 07, 2013 11:01 am
- Forum: Questions and Help
- Topic: BeforeSolverUpdateables
- Replies: 4
- Views: 3699
Re: BeforeSolverUpdateables
Ok, so yesterday I wasn't entirely sure what BeforeSolverUpdateables was measuring but it seems to be TryToStepDown() /TryToStepUp() (as you said). The other thing I realised is that Bulkhead doesn't have any steps as such, only ramps. Which made me consider placing collision ramps at each trouble s...
- Wed Mar 06, 2013 3:19 pm
- Forum: Questions and Help
- Topic: BeforeSolverUpdateables
- Replies: 4
- Views: 3699
BeforeSolverUpdateables
Hey Norbo, I'm getting a really big stall when my character controller walks into the edges of collision, such as the edge of a step and over the 'lip' of an object. I've added Profile and Checkmath and managed to grab these screenshots. I took two random 'default' shots from the 360 (the ones on th...
- Tue Feb 19, 2013 6:16 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 210620
Re: Games using bepu
Thanks, been working madly on it since I'm full time Indie now. I didn't post VS here 'till a while after it was out where-as Bulkhead isn't out yet. Thanks again for BEPU, it's a pleasure to work with.
- Mon Feb 18, 2013 9:40 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 210620
Re: Games using bepu
Here's a trailer for my next game, Bulkhead. Similar to Vampire Slayer in terms of physics, i.e. character controllers, static mesh, ragdoll. I used the higher quality ragdoll this time (based on the ragdoll demo rather than the actionfigure) and higher BEPU settings. Higher collision poly count in ...
- Thu Feb 07, 2013 11:54 am
- Forum: Questions and Help
- Topic: NoBroadphase collision event
- Replies: 1
- Views: 2354
NoBroadphase collision event
Hi, I have some 'kinematic' hit zones that I raycast bullets against and the hit zones have no broadphase so they don't interfere with anything else. Works fine for raycasts but now I want an entity-based projectile to collide with them but obviously since they have no broadphase it goes right throu...
- Thu Jan 31, 2013 11:56 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 210620
Re: Games using bepu
My game Vampire Slayer FPS uses Bepu. Mostly for the static mesh collision, environment to the character controller class. Also use it for simple ragdoll when players die and the raycasts for bullets. http://www.youtube.com/watch?v=zKN8cWMW6Nc Marketplace: http://marketplace.xbox.com/en-US/Product/V...
- Sun Nov 11, 2012 3:23 pm
- Forum: Questions and Help
- Topic: debug draw all static meshes
- Replies: 1
- Views: 2302
debug draw all static meshes
Hi, I use the BEPUDebugDrawer to draw debug shapes and my static meshes that I keep a reference too, but is there a way to draw all the static meshes that the space currently knows about? I'm trying to trace an 'invisible collision' bug. The static mesh I managed seems ok but there's something going...
- Sat Sep 15, 2012 10:35 am
- Forum: Questions and Help
- Topic: Performance question
- Replies: 9
- Views: 7683
Re: Performance question
Ok, so the good news is that I transplanted my modified action figure code and my static mesh into the Bepu demo framework and on the XBox (even in debug) with 3 action figures it never goes above 5ms and I never see any spikes. Where as in my game it seems that the space.update goes to around 10ms ...
- Thu Sep 13, 2012 8:41 am
- Forum: Questions and Help
- Topic: Performance question
- Replies: 9
- Views: 7683
Re: Performance question
Yeah the framerate took a nose dive for some reason, I'm optimising other parts of the game now, that may give more time for physics. One question though, I display Active Objects using code from the demo, and since about 15 of those objects are kinematic spheres with no broadphase 60 seems to high,...
- Wed Sep 12, 2012 3:22 pm
- Forum: Questions and Help
- Topic: Ragdoll in v1.2
- Replies: 7
- Views: 5081
Re: Ragdoll in v1.2
OoO interesting. I'm doing this sort of thing in the ragdoll create: m_UpperLeftArm.OrientationMatrix = Matrix3X3.CreateFromMatrix(mtx);
Would that explain it? If so, do you happen to know how to convert the old orientations to the new fixed version. It's driving me nuts
Would that explain it? If so, do you happen to know how to convert the old orientations to the new fixed version. It's driving me nuts
- Wed Sep 12, 2012 10:07 am
- Forum: Questions and Help
- Topic: Performance question
- Replies: 9
- Views: 7683
Re: Performance question
ok, so I got the latest dev version and added those profile stats to my debug drawing. Here's a couple of pics. Was quite awkward to get screenshots of the xbox at the worst cases so I think in reality it's often a bit worse than these show. This was compiled in Release and I am using threads 1,3,4,...
- Tue Sep 11, 2012 6:45 pm
- Forum: Questions and Help
- Topic: Performance question
- Replies: 9
- Views: 7683
Re: Performance question
Tried CHECKMATH but didn't get anything unfortunately. Doesn't seem to show up on PC unfortunately. I tried adding one player and one enemy so there was 8 active objects (2x3 hit zones (no broadphase) and 2xchar controllers) and 2 collision pairs normally, space.update was about 1-2ms. Then when ene...
- Tue Sep 11, 2012 10:11 am
- Forum: Questions and Help
- Topic: Performance question
- Replies: 9
- Views: 7683
Performance question
Hi, Just trying to do a bit of optimisation on xbox because I seem to be getting quite a lot of slow downs coming from Space.Update(). If I can describe my simulation. I'm using the v1.2 source compiled for release. There is one character controller. There are 8 other characters. Each character has ...
- Mon Sep 10, 2012 10:48 pm
- Forum: Questions and Help
- Topic: Ragdoll in v1.2
- Replies: 7
- Views: 5081
Re: Ragdoll in v1.2
Ok thanks, I'll keep looking. I just noticed one thing, when I have the model idle and create the ragdoll the torso flips round 180 degrees, it's like the orientation of the box being created is different. I had done a bit of hackery to get the boxes etc to match my model so perhaps those hacks need...