Search found 24 matches
- 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...
- 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...
- 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.
- 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...
- 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; ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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).

- 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...
- 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...
- 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 ...
- 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.
Small objects would be only affected by one or two cones, bigger, more noticeable, objects are hit by more cones.