Hi Norbo, looking through the code it seems you use unsafe contexts a lot - why so?
Thanks,
Sergiusz
Search found 49 matches
- Wed Oct 21, 2015 8:57 am
- Forum: General
- Topic: Blog post: Blazing Fast Trees
- Replies: 6
- Views: 24395
- Mon May 11, 2015 11:33 am
- Forum: Questions and Help
- Topic: Planet demo extension
- Replies: 1
- Views: 3122
Planet demo extension
Hi Norbo, I trying to get entity (satellite) spinning around other, on elliptical, parametrized orbit, as physically correct as possible. Simplest, I think, approach would be just to apply LinearVelocity to the satellite on each update to keep it on the orbit of the parent entity - is this would wor...
- Thu Jul 31, 2014 4:08 pm
- Forum: General
- Topic: SIMD support
- Replies: 5
- Views: 16748
Re: SIMD support
Hi, Norbo, what other than Xbox360 old platforms you have in mind here?Norbo wrote:(...), there's a decent chance that these old platforms would simply be deprecated (in my official branches) if I moved over to the provided SIMD types(...)
Thanks,
Sergiusz
- Fri Mar 07, 2014 8:32 pm
- Forum: Questions and Help
- Topic: Collision events - explanation needed
- Replies: 6
- Views: 5467
Re: Collision events - explanation needed
One more thing, a noticed following pattern - in example above projectile hits various entities, and: - when collision is between projectile and non-compound entity, pair.EntityA is set to projectile entity - as you expected - the first one is the one which collisions we're handling - BUT when colli...
- Fri Mar 07, 2014 5:59 pm
- Forum: Questions and Help
- Topic: Collision events - explanation needed
- Replies: 6
- Views: 5467
Re: Collision events - explanation needed
Oh, that's OK, I'm not rushing to rewrite my own code based on events eitherI can't offer a time with any reasonable accuracy (...)
Thanks,
S.
- Thu Mar 06, 2014 9:44 pm
- Forum: Questions and Help
- Topic: Collision events - explanation needed
- Replies: 6
- Views: 5467
Re: Collision events - explanation needed
OK, clear, thanks.
Is there any way to know if contact comes from aabs overlap or narrowphase?
Any timeframe for events rewrite?
Is there any way to know if contact comes from aabs overlap or narrowphase?
Any timeframe for events rewrite?
- Wed Mar 05, 2014 8:59 pm
- Forum: Questions and Help
- Topic: Collision events - explanation needed
- Replies: 6
- Views: 5467
Collision events - explanation needed
Hi Norbo, I'd like to ask what's happening here. I have two entities - "turret" with several other entities attached to it with weldjoin; and "hull" which is a compound, made of several shapes: "back", "front", "crew", "engine". I'm firing ...
- Wed Feb 26, 2014 9:20 am
- Forum: Questions and Help
- Topic: SOLVED Sphere vs. Terrain collision not happening
- Replies: 2
- Views: 3705
Re: Sphere vs. Terrain collision not happening
Thanks, this seems solved the case.
- Tue Feb 25, 2014 3:34 pm
- Forum: Questions and Help
- Topic: SOLVED Sphere vs. Terrain collision not happening
- Replies: 2
- Views: 3705
SOLVED Sphere vs. Terrain collision not happening
Hello Norbo. I have following space setup: this.space.ForceUpdater.Gravity = new BEPUutilities.Vector3(0, -9.81f, 0f); Bpp.Settings.MotionSettings.DefaultPositionUpdateMode = Bpp.PositionUpdating.PositionUpdateMode.Continuous; this.space.Solver.IterationLimit = 10; Bpp.CollisionTests.CollisionAlgori...
- Thu Feb 13, 2014 10:43 pm
- Forum: Questions and Help
- Topic: SOLVED WeldJoint problem
- Replies: 2
- Views: 3502
Re: WeldJoint problem
Thanks, case solved.
- Thu Feb 13, 2014 12:06 am
- Forum: Questions and Help
- Topic: SOLVED WeldJoint problem
- Replies: 2
- Views: 3502
SOLVED WeldJoint problem
Hello Norbo, I came across a little teaser with weldjoint in my tanky project. I got box entity, atop tank hull, which is a compound body, joined together by a weld joint. Red arrow points to that box. When simulation begins box start to wabble with increasing rate, throwing around whole tank as a r...
- Sun Jan 05, 2014 6:29 pm
- Forum: Questions and Help
- Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
- Replies: 4
- Views: 4777
Re: InstancedModelDrawer refuses to cooperate
I can't believe it I made a post about it... Norbo, please, kill this post - my children could stumble upon it some time and find out the TRUTH about their father
- Sat Jan 04, 2014 5:01 pm
- Forum: Questions and Help
- Topic: Transitioning between XNA Vector3 and BEPU Vector3
- Replies: 2
- Views: 3571
Re: Transitioning between XNA Vector3 and BEPU Vector3
You're familiar with MathConverter class? It handles conversion between BEPU and XNA types. I'd recommend search-n-replace throughout your solution and replace types for most scenarios. Another option is to use aforementioned MathConverter but I'd recommend using it outside update, draw or other met...
- Sat Jan 04, 2014 12:45 pm
- Forum: Questions and Help
- Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
- Replies: 4
- Views: 4777
Re: InstancedModelDrawer refuses to cooperate
Update: version 1.2 bepu works fine - prefabs are drawn as expected, so it seems there's something odd happening in 1.3.
- Sat Jan 04, 2014 12:11 pm
- Forum: Questions and Help
- Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
- Replies: 4
- Views: 4777
[SOLVED] InstancedModelDrawer refuses to cooperate
Hi, Norbo, I just switched to new machine and VS2013 and bepu demos are working okay, but in my "hello world" physics project I'm experiencing a little problem with InstancedModelDrawer - id doesn't draw anything... Code, based on BEPU demos code: // inside LoadContent this.space = new BEP...