Search found 49 matches

by sergiusz308
Wed Oct 21, 2015 8:57 am
Forum: General
Topic: Blog post: Blazing Fast Trees
Replies: 6
Views: 21911

Re: Blog post: Blazing Fast Trees

Hi Norbo, looking through the code it seems you use unsafe contexts a lot - why so?

Thanks,
Sergiusz
by sergiusz308
Mon May 11, 2015 11:33 am
Forum: Questions and Help
Topic: Planet demo extension
Replies: 1
Views: 3068

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...
by sergiusz308
Thu Jul 31, 2014 4:08 pm
Forum: General
Topic: SIMD support
Replies: 5
Views: 16125

Re: SIMD support

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(...)
Hi, Norbo, what other than Xbox360 old platforms you have in mind here?

Thanks,
Sergiusz
by sergiusz308
Fri Mar 07, 2014 8:32 pm
Forum: Questions and Help
Topic: Collision events - explanation needed
Replies: 6
Views: 5400

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...
by sergiusz308
Fri Mar 07, 2014 5:59 pm
Forum: Questions and Help
Topic: Collision events - explanation needed
Replies: 6
Views: 5400

Re: Collision events - explanation needed

I can't offer a time with any reasonable accuracy (...)
Oh, that's OK, I'm not rushing to rewrite my own code based on events either :-)

Thanks,
S.
by sergiusz308
Thu Mar 06, 2014 9:44 pm
Forum: Questions and Help
Topic: Collision events - explanation needed
Replies: 6
Views: 5400

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?
by sergiusz308
Wed Mar 05, 2014 8:59 pm
Forum: Questions and Help
Topic: Collision events - explanation needed
Replies: 6
Views: 5400

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 ...
by sergiusz308
Wed Feb 26, 2014 9:20 am
Forum: Questions and Help
Topic: SOLVED Sphere vs. Terrain collision not happening
Replies: 2
Views: 3666

Re: Sphere vs. Terrain collision not happening

Thanks, this seems solved the case.
by sergiusz308
Tue Feb 25, 2014 3:34 pm
Forum: Questions and Help
Topic: SOLVED Sphere vs. Terrain collision not happening
Replies: 2
Views: 3666

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...
by sergiusz308
Thu Feb 13, 2014 10:43 pm
Forum: Questions and Help
Topic: SOLVED WeldJoint problem
Replies: 2
Views: 3458

Re: WeldJoint problem

Thanks, case solved.
by sergiusz308
Thu Feb 13, 2014 12:06 am
Forum: Questions and Help
Topic: SOLVED WeldJoint problem
Replies: 2
Views: 3458

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...
by sergiusz308
Sun Jan 05, 2014 6:29 pm
Forum: Questions and Help
Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
Replies: 4
Views: 4712

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 ;)
by sergiusz308
Sat Jan 04, 2014 5:01 pm
Forum: Questions and Help
Topic: Transitioning between XNA Vector3 and BEPU Vector3
Replies: 2
Views: 3538

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...
by sergiusz308
Sat Jan 04, 2014 12:45 pm
Forum: Questions and Help
Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
Replies: 4
Views: 4712

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.
by sergiusz308
Sat Jan 04, 2014 12:11 pm
Forum: Questions and Help
Topic: [SOLVED] InstancedModelDrawer refuses to cooperate
Replies: 4
Views: 4712

[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...