Search found 22 matches

by ruggy
Fri Mar 08, 2013 7:32 pm
Forum: Questions and Help
Topic: BeforeSolverUpdateables
Replies: 4
Views: 3688

Re: BeforeSolverUpdateables

ok I'll give it a try. I'm using d38bb0f3b1fd at the moment, which is from mid sept.
by ruggy
Thu Mar 07, 2013 11:01 am
Forum: Questions and Help
Topic: BeforeSolverUpdateables
Replies: 4
Views: 3688

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...
by ruggy
Wed Mar 06, 2013 3:19 pm
Forum: Questions and Help
Topic: BeforeSolverUpdateables
Replies: 4
Views: 3688

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...
by ruggy
Tue Feb 19, 2013 6:16 pm
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200473

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.
by ruggy
Mon Feb 18, 2013 9:40 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200473

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 ...
by ruggy
Thu Feb 07, 2013 11:54 am
Forum: Questions and Help
Topic: NoBroadphase collision event
Replies: 1
Views: 2344

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...
by ruggy
Thu Jan 31, 2013 11:56 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200473

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...
by ruggy
Sun Nov 11, 2012 3:23 pm
Forum: Questions and Help
Topic: debug draw all static meshes
Replies: 1
Views: 2282

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...
by ruggy
Sat Sep 15, 2012 10:35 am
Forum: Questions and Help
Topic: Performance question
Replies: 9
Views: 7659

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 ...
by ruggy
Thu Sep 13, 2012 8:41 am
Forum: Questions and Help
Topic: Performance question
Replies: 9
Views: 7659

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,...
by ruggy
Wed Sep 12, 2012 3:22 pm
Forum: Questions and Help
Topic: Ragdoll in v1.2
Replies: 7
Views: 5070

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 :)
by ruggy
Wed Sep 12, 2012 10:07 am
Forum: Questions and Help
Topic: Performance question
Replies: 9
Views: 7659

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,...
by ruggy
Tue Sep 11, 2012 6:45 pm
Forum: Questions and Help
Topic: Performance question
Replies: 9
Views: 7659

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...
by ruggy
Tue Sep 11, 2012 10:11 am
Forum: Questions and Help
Topic: Performance question
Replies: 9
Views: 7659

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 ...
by ruggy
Mon Sep 10, 2012 10:48 pm
Forum: Questions and Help
Topic: Ragdoll in v1.2
Replies: 7
Views: 5070

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...