Search found 40 matches
- Wed Jan 08, 2014 6:24 pm
- Forum: Questions and Help
- Topic: Massless entity performance?
- Replies: 4
- Views: 5098
Re: Massless entity performance?
Aha, I didn't distinguish between performance and behaviour. Thanks for the consistently encyclopaedic responses!
- Wed Jan 08, 2014 3:02 pm
- Forum: Questions and Help
- Topic: Massless entity performance?
- Replies: 4
- Views: 5098
Re: Massless entity performance?
Nope. Teleporting entities by setting their position and orientation is just a problem because it prevents constraints from solving correctly since the velocity no longer matches the motion. Constraints have to fall back on the 'squishy' position correction alone in that case. I'm confused :-\ I wa...
- Mon Jan 06, 2014 2:29 pm
- Forum: Questions and Help
- Topic: Massless entity performance?
- Replies: 4
- Views: 5098
Massless entity performance?
You'll have to excuse me for the vagueness of the question but I don't suppose you could give a kind of brief explanation for how massless static objects affect performance. In particular, 1) how does the number of massless entities affect performance vs entities with mass? 2) are there any issues w...
- Fri Aug 16, 2013 8:46 pm
- Forum: Questions and Help
- Topic: Joint Springyness?
- Replies: 5
- Views: 6414
Re: Joint Springyness?
Excellent. Is the acceleration of the body stored by the character controller or do I have to calculate it? Good old a=(v-u)/t?Norbo wrote: Measuring the acceleration of the character body in world space and applying the opposite directly would be pretty close.
- Fri Aug 16, 2013 7:06 pm
- Forum: Questions and Help
- Topic: Joint Springyness?
- Replies: 5
- Views: 6414
Re: Joint Springyness?
It may be useful to separate the hair/cloth simulation into its own space where you have fine grained control over the involved forces. Basically, instead of simulating in world space and trying to follow a speedy character's animations, it can all be simulated in the character's local space. Effec...
- Fri Aug 16, 2013 10:37 am
- Forum: Questions and Help
- Topic: Joint Springyness?
- Replies: 5
- Views: 6414
Joint Springyness?
I'm using a few revolute joints to help simulate physics on my character (hair, cloth etc). I'm sticking to revolute joints cos I wanted it to be fairly simple. The fewer degrees of freedom, the fewer places something can go wrong I guess. However, the natural spring of the joints means it doesn't a...
- Mon Jul 01, 2013 12:10 pm
- Forum: Questions and Help
- Topic: Static meshes optimised?
- Replies: 3
- Views: 3935
Re: Static meshes optimised?
Ahh, excellent. Haven't encountered the StaticGroup yet. From a look at the error messages, you have to give it a list of collidables for its constructor?
Can you not assign groups like you did with the collision group? What if you wanted to add more to it at runtime?
Can you not assign groups like you did with the collision group? What if you wanted to add more to it at runtime?
- Sun Jun 30, 2013 12:40 pm
- Forum: Questions and Help
- Topic: Static meshes optimised?
- Replies: 3
- Views: 3935
Static meshes optimised?
Quickest, and probably simplest question ever: Is there any benefit in creating collision rules for various static meshes that you've positioned overlapping each other? E.g a tall box representing a building that intersects the ground. Or does their nature mean that bepu knows they won't interact wi...
- Thu Jun 06, 2013 1:56 am
- Forum: Questions and Help
- Topic: Space remains dormant after entity removed?
- Replies: 6
- Views: 6272
Re: Space remains dormant after entity removed?
Ahhh, I do apologise. The error was at my end. I'd stored the entity from the previous frame. Just setting entity=null before the raycast solved it! Thanks for the help.
- Thu Jun 06, 2013 12:38 am
- Forum: Questions and Help
- Topic: Space remains dormant after entity removed?
- Replies: 6
- Views: 6272
Re: Space remains dormant after entity removed?
Lol, a heinous bug? Ok yes, that fixed the problem. However, a parallel problem (which I didn't mention as I assumed it would fall under the same umbrella) still persists. It will successfully remove the entity from collision, BUT the entity will still be detected by a raycast. Which I assume it sho...
- Wed Jun 05, 2013 4:43 pm
- Forum: Questions and Help
- Topic: Space remains dormant after entity removed?
- Replies: 6
- Views: 6272
Re: Space remains dormant after entity removed?
Ok, sorry for the delay. Had to sort something else before I addressed this. I've updated to the recent version and the problem persists. I've replicated it in the demos. Just replace StandardDemo with my adjusted version below. I've made the white pixel permanent (for aiming) and any collidable ent...
- Fri May 17, 2013 11:25 am
- Forum: Questions and Help
- Topic: Space remains dormant after entity removed?
- Replies: 6
- Views: 6272
Space remains dormant after entity removed?
I'm not sure exactly what the problem is so I'll just describe the specific case. I have a tower of bricks. I'm using a ray to allow the mouse to pick which bricks to remove when necessary. If I stack 4 bricks high and remove the bottom 1, the 3 above it just stay hanging in space (it's definitely r...
- Mon Apr 08, 2013 10:41 pm
- Forum: Questions and Help
- Topic: Moving an entity without forces?
- Replies: 2
- Views: 4425
Re: Moving an entity without forces?
In my particular situation, collision response for the box isn't an issue at all so teleporting will work fine.
Cheers Norbo.
Cheers Norbo.
- Mon Apr 08, 2013 12:37 pm
- Forum: Questions and Help
- Topic: Moving an entity without forces?
- Replies: 2
- Views: 4425
Moving an entity without forces?
I realise the best way to move a physics entity in most engines is to stick to applying forces or impulses, like with the character controller. I'm not sure that'd best suit my current needs though. I need a box (or something equivalent) to effectively stick to one of my models in xna. So I'd need t...
- Fri Apr 05, 2013 2:09 pm
- Forum: Questions and Help
- Topic: Physics scene management?
- Replies: 2
- Views: 4067
Re: Physics scene management?
Ok, I read the other post. Seems easy enough with my situation to just remove some things from the space. All of the items in question are of a fixed position and won't really be interacting with anything other than the character- so that seems the best option. Thanks Norbo.