Search found 24 matches

by stino
Sat Apr 12, 2014 7:49 pm
Forum: Questions and Help
Topic: CharacterController vertical glue
Replies: 3
Views: 4680

Re: CharacterController vertical glue

Haha, 'run down stairs at 40mph without flying off'. That, and the up stepping with tiny stairs: 10 forward is 160 up :D. The character is seemingly behaving correct when I toggle the constraints, but this escaped my toggling. Not entirely sure if I should disable it completely, or include it in the...
by stino
Sun Apr 06, 2014 7:58 am
Forum: Questions and Help
Topic: CharacterController vertical glue
Replies: 3
Views: 4680

CharacterController vertical glue

Hi, I'm trying to make the chacacter controller toggleable so that I can switch to flying mode. Currently it looks like I managed to get the flying correct by disabling the HorizontalMotionConstraint and VerticalMotionConstraint by setting their IsActive property to false. This seems to working, but...
by stino
Sat Mar 15, 2014 10:30 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

if IgnoreShapeChanges is true, will SetCollisionInformation also recalculate the inertia tensor, I assumed it wouldn't.
by stino
Thu Mar 13, 2014 12:37 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

the SetCollisionInformation on the physics entity seems to be rather expensive. The shapes and collidable are created in a separate thread and then in the main update thread i call SetCollisionInformation with the collidable, and I get a very noticeable spike when updating the asteroids. And calling...
by stino
Mon Mar 10, 2014 10:15 am
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

Oh, i see, when the triangle mesh is created from all vertices in one quadrant, it still re-centers the entire mesh so that it's center is at 0 0 0? BEPUutilities.Vector3 center = BEPUutilities.Vector3.Zero; EntityShape shape; if (indices.Length > 3) { ShapeDistributionInformation distributionInfo; ...
by stino
Sun Mar 09, 2014 7:26 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

Ye sorry, forgot to mention that I didn't update to the latest version, so yes, it could be fixed. Though it kind of made sense that degenerate triangles make problems for a convex hull. Updating is rather difficult because I added implicit & explicit casts between Bepu Vector3 and SlimDX Vector...
by stino
Sat Mar 01, 2014 9:41 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

MobileMesh can represent concavity; it doesn't use a convex hull.d. Why is the constructor of MobileMeshShape calling ConvexHullHelper.GetConvexHull then? It just threw an exception about a degenerate triangle. var shape = new MobileMeshShape(vertices, indices, AffineTransform.Identity, MobileMeshS...
by stino
Sat Mar 01, 2014 8:50 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

The mesh is an isosurface from metabals, so it should be closed, and it renders closed. But i might be feeding it wrong data, need to check on that, although the outside feels like it collides the way it looks. Setting the collision information of a morph-able entity would be this: this.physicsEntit...
by stino
Sat Mar 01, 2014 8:02 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Re: Updatable Mesh

Performance of recreating the acceleration structure is a concern of course., but it's a one time cost. If it takes less then +- 600ms, then it's even cheap enough. The explosion will mask much of the transformation (which is running on a separate thread until it's done) and won't happen for a while...
by stino
Sat Mar 01, 2014 12:34 pm
Forum: Questions and Help
Topic: Updatable Mesh
Replies: 14
Views: 11208

Updatable Mesh

Hi, I'm currently trying to add physics to a voxel-generated asteroid. But since the asteroid is destructible i need to be able to remove and modify mesh shapes from the compound body, but this compound body seems to be immutable. I could remove the compound body and create a new one each time the a...
by stino
Fri Aug 02, 2013 10:36 pm
Forum: Questions and Help
Topic: Vehicle non 0,-1,0 suspension
Replies: 12
Views: 10686

Re: Vehicle non 0,-1,0 suspension

Great, the demo behaves roughly the same as the game version :( I'm calling it a day, further investigation follows tomorrow (i hope).
by stino
Fri Aug 02, 2013 7:48 pm
Forum: Questions and Help
Topic: Vehicle non 0,-1,0 suspension
Replies: 12
Views: 10686

Re: Vehicle non 0,-1,0 suspension

Isolating parts of the simulation? There isn't much more yet then this Tick function in both applications, one is fed by the windows message pump, the other by WPF's composition target. These snippets are all that is related to bepu. The vehicle itself is loaded from a file in both situations: var w...
by stino
Fri Aug 02, 2013 3:50 pm
Forum: Questions and Help
Topic: Vehicle non 0,-1,0 suspension
Replies: 12
Views: 10686

Re: Vehicle non 0,-1,0 suspension

Yes, but baking it in results in smaller triangles. And the behavior is improved, the kart doesn't bounce around the track now, but it still drives way different then in the editor. If i accelerate in the editor, the kart has enough power to do a wheelie, while in the "game" it barely spee...
by stino
Thu Aug 01, 2013 9:58 am
Forum: Questions and Help
Topic: Vehicle non 0,-1,0 suspension
Replies: 12
Views: 10686

Re: Vehicle non 0,-1,0 suspension

I can't get the behavior replicated in the demos, but i did notice different behaviors in my editor/game. In the vehicle editor i have a box entity of 100x50x100 and my vehicle with settings very similar to the demo vehicle. And the vehicle "behaves" correctly if the suspension rest isn't ...
by stino
Tue Jul 23, 2013 1:47 pm
Forum: Questions and Help
Topic: The best way to apply correct spin after an explosion?
Replies: 4
Views: 4132

Re: The best way to apply correct spin after an explosion?

I'm not sure if you can do it yet with BEPU, but what if instead of using rays, you'd use cones?
Small objects would be only affected by one or two cones, bigger, more noticeable, objects are hit by more cones.