Search found 38 matches

by diabloqfdb
Thu Jan 29, 2015 3:43 pm
Forum: Questions and Help
Topic: Off-topic: what would you recommend for C++?
Replies: 1
Views: 2905

Off-topic: what would you recommend for C++?

Hi Norbo, This may be a bit of a weird question, but what would you recommend for someone switching from C# to C++. BEPU is really great and I have used it now for quite some time with success, but all the code base is being converted to C++, C# won't be used in the future, so unfortunately BEPU is ...
by diabloqfdb
Fri Mar 28, 2014 4:14 pm
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 22403

Re: v1.3.0 released!

Thanks for the info! I managed to fine tune the physics and now everything is mostly working just right. Jumping is no longer super human which for my needs is bad but I think I can fix it though code that adjust jump speed based on movement speed. And maybe my G could be increased by 10-20%. I will...
by diabloqfdb
Wed Mar 19, 2014 7:03 pm
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 22403

Re: v1.3.0 released!

OK, thank you! I will try to reproduce the penetration issue in the demos, seeing that that is the worse offender. But first I must clean up my SharpDX port to make sure that it is not my fault. There are still some issues. Even though I'm using the LH version of the matrix creation functions and ev...
by diabloqfdb
Wed Mar 19, 2014 3:52 pm
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 22403

Re: v1.3.0 released!

I'm a bit worried about the character controller changes because I had a very high mobility character with skying and superhuman jumps and speed, but I'll see how the new one behaves! The handling of the movement direction is a little different, but otherwise it should behave exactly the same. Noth...
by diabloqfdb
Tue Mar 18, 2014 4:56 pm
Forum: General
Topic: v1.3.0 released!
Replies: 11
Views: 22403

Re: v1.3.0 released!

Wow, a new version! I'll give it a go! I'm a bit worried about the character controller changes because I had a very high mobility character with skying and superhuman jumps and speed, but I'll see how the new one behaves! Great to see an update! An with IK too! But what is this about C++? Only the ...
by diabloqfdb
Fri Sep 27, 2013 9:31 am
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

Now that things are merged, I managed to pass in the bounding box. For some strange reason, a few of the boxes are slightly tighter when computed by BEPU, especially on the Y axis. I don't think that this will be a problem. The world creation time is down form 2.7 seconds to 0.1. Great improvement :...
by diabloqfdb
Thu Sep 26, 2013 1:12 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

It seems the better solution was to initialize viewDirection in the constructor. I kept the LockedUp initialization. The good news is that the new character controller seems to be smoother. Running fast on uneven terrain is less jerky, starting to move or stopping has less of an ease in so the sky b...
by diabloqfdb
Thu Sep 26, 2013 12:20 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

I have fixed the 1.3 camera, temporarily at least. What is LockedUp? I set LockedUp = BEPUutilities.Vector3.Up in the camera constructor. I also needed to update The Yaw function: if (viewDirection.LengthSquared() > 0.00001) viewDirection.Normalize(); else viewDirection = Vector3.Forward; Without th...
by diabloqfdb
Thu Sep 26, 2013 11:24 am
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

The namespaces I can manage. The rest is more time consuming and difficult. Things are more complicated because I am heavily using the character controller class and camera class from the demos. I also modified them. So after fixing the namespaces and merging the controller, I was still left with 35...
by diabloqfdb
Wed Sep 25, 2013 7:43 am
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

Bounding box computation might be a good reason for why all chunks take the same amount of time to create. And good design with the IgnoreShapeChanges. I wish I could try this out, but I am still running on 1.2. I tried updating to the latest version from Codeplex, but it seams that it is no longer ...
by diabloqfdb
Tue Sep 24, 2013 3:10 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

I would recommend performing much narrower profiling to verify which very specific part of the loading is taking the time. Run a proper profiling application like ANTS, SlimTune, EQATEC, etc. These will help identify what areas you should pay attention to, or they might just immediately reveal the ...
by diabloqfdb
Thu Jul 18, 2013 4:58 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

I am testing and optimizing and measuring. This will take same time since I need to work on the real features. Meanwhile I created as system of logical coordinates and sizes. Now everything is expressed in meters, but the real floating point value for one meter can be changed for each execution. Whe...
by diabloqfdb
Fri Jul 12, 2013 12:49 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

I have traces surround key areas of code with execution time and other info recorded. Maybe I'm doing something wrong, but just adding 4096 terrain objects takes 2.5 seconds. This is just the terrain. If I add clutter which uses InstancedMeshShape, the time easily goes up to over 2 minutes. It takes...
by diabloqfdb
Thu Jul 11, 2013 9:30 am
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

Loading a 64 square kilometer map with 4096 chunks used to take over 2.7 + 2.5 seconds, with 2.7 being the disk read speed and 2.5 the time it takes BEPU to populate the space. This is without any clutter. Loading a full map with clutter can take around 2-3 minutes. I figured out that C# is very slo...
by diabloqfdb
Sun Jul 07, 2013 8:10 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16091

Re: How to activate entities around a physics change

Wow, a lot to think about. I'll go ahead and and try first mobile entities persistence. Hopefully I can get it to work and is reasonably deterministic. If not, I might make it so that saving advances in game time by 5 minutes, so that in real time I can call update repeatedly and hope that the most ...