I've checked character behavior in our project with last revision of BEPUphysics.
Everything seems to be ok.
Thank you
P.S. We work with Flanir in a team.
Search found 14 matches
- Mon Mar 13, 2017 6:18 pm
- Forum: Questions and Help
- Topic: Character stance transition problem: character goes through the ceiling
- Replies: 3
- Views: 3963
- Wed Mar 02, 2016 2:15 pm
- Forum: Questions and Help
- Topic: Save/Load CharacterController for server reconciliation
- Replies: 9
- Views: 28953
Re: Save/Load CharacterController for server reconciliation
Thank you for detailed response. I've spent two days and done de-jittering buffer that filters jitter pretty well and even adapts to the variable latency. Since server and client+render lives in two separate threads, some jitter occurs too. Snapshots arrive one frame earlier or one frame later. And ...
- Sun Feb 28, 2016 1:42 pm
- Forum: Questions and Help
- Topic: Save/Load CharacterController for server reconciliation
- Replies: 9
- Views: 28953
Re: Save/Load CharacterController for server reconciliation
If you're not already using one, a jitter buffer can smooth out variable delivery and increase synchronization at the cost of a baseline amount of latency. We tend to perceive constant latency as less objectionable than even lower variable latency, so this is often a win. Depending on the structure...
- Sat Feb 27, 2016 9:29 am
- Forum: Questions and Help
- Topic: Save/Load CharacterController for server reconciliation
- Replies: 9
- Views: 28953
Re: Save/Load CharacterController for server reconciliation
One option would be to clear the support finder's cache if the server's message says the character should not have traction. The SupportFinder.ClearSupportData function (now public) would work for this. There is also the option of more tightly controlling the Traction and Support states independent...
- Fri Feb 26, 2016 10:59 pm
- Forum: Questions and Help
- Topic: Save/Load CharacterController for server reconciliation
- Replies: 9
- Views: 28953
Re: Save/Load CharacterController for server reconciliation
Direct setting TryToJump helped to solve jumping problem. Now I've encountered the similar problem with landing. See attached figure. Character jumped and holding forward button turned in air by 90 degrees. Latency is about 200 ms. Big yellow cross — character position. Red dots — position data from...
- Fri Feb 26, 2016 1:47 pm
- Forum: Questions and Help
- Topic: Save/Load CharacterController for server reconciliation
- Replies: 9
- Views: 28953
Save/Load CharacterController for server reconciliation
Hello, I'm trying to implement client-side prediction and server reconciliation. To perform client-side prediction I simulate entire physical world applying incoming user's command (like move forward, jump, crouch, etc). To perform server reconciliation I get snapshot from server (that is actually o...
- Fri Jul 27, 2012 8:38 pm
- Forum: Questions and Help
- Topic: Stairs handling for character controller?
- Replies: 8
- Views: 6540
Re: Stairs handling for character controller?
I'm about character controller that is used in "Character Playground Demo". When I hit the wall while running or jumping a sliding velocity is too high. See picture. Is it ok to check side contacts in SupportFInder and reduce linear velocity of the body? Does it make character controller l...
- Fri Jul 27, 2012 8:16 pm
- Forum: Questions and Help
- Topic: Stairs handling for character controller?
- Replies: 8
- Views: 6540
Re: Stairs handling for character controller?
Today I have almost achieved necessary "feel" with standard character controller. One issue is left: how to add friction/reduce speed when character touches the wall even while being on air? It looks unrealistic, because when I jump into the wall at an angle (about 45 degrees) some strange...
- Thu Jul 26, 2012 11:09 pm
- Forum: Questions and Help
- Topic: Stairs handling for character controller?
- Replies: 8
- Views: 6540
Re: Stairs handling for character controller?
I need little bit different dynamic "feel" of character controller. And I continued my experiments :) Method, that seems to me to be ok is following: 1. Character body (capsule or cylinder) hovers at height equals to stepHeight. 2. On each Update() I perform convex cast from bottom of the ...
- Tue Jul 24, 2012 8:23 pm
- Forum: Questions and Help
- Topic: Stairs handling for character controller?
- Replies: 8
- Views: 6540
Stairs handling for character controller?
Hello, I've implemented my own character controller based on dynamic body. It is very simple, but bahaves pretty well. Even handles walking on sharp edges, between convergent walls and so on. See attachment. What is a best method to handle stairs for this kind of character controller? Thanks for adv...
- Tue Jun 05, 2012 4:13 pm
- Forum: Questions and Help
- Topic: RayCast returns zero normal
- Replies: 8
- Views: 5309
Re: RayCast returns zero normal
I've reproduced the bug. See attachment.
On each Update() demo writes RayCast() results to the Output window.
On each Update() demo writes RayCast() results to the Output window.
- Tue Jun 05, 2012 2:42 pm
- Forum: Questions and Help
- Topic: RayCast returns zero normal
- Replies: 8
- Views: 5309
Re: RayCast returns zero normal
The characters (and all other objects) are motionless. I recorded ray tracing log today. On each frame projectile performs RayCast with big maximumLength from current position and puts ray origin, hit point, hit normal and T to the log. Then it performs another RayCast to check whether projectile hi...
- Mon Jun 04, 2012 8:36 pm
- Forum: Questions and Help
- Topic: RayCast returns zero normal
- Replies: 8
- Views: 5309
Re: RayCast returns zero normal
If the ray does not impact something, the data in the ray hit is not valid. The ray hit is only valid if the RayCast method returns true. Are you seeing zeroed-out normals when the ray cast returns true? Yes. But only when ray hits the Capsule, that represents a character. Increasing maximumLength ...
- Mon Jun 04, 2012 10:10 am
- Forum: Questions and Help
- Topic: RayCast returns zero normal
- Replies: 8
- Views: 5309
RayCast returns zero normal
Hello, I'm trying to implement plasma-like projectile. On each frame I perform RayCast against entire physical geometry with quite small maximunLength set to V * dt (maximunLength ~=0.3), where V is a velocity of projectile and dt is elapaseGameTime in seconds. In majority of cases RayCast returns z...