Search found 9 matches

by GiveUpGames
Tue Feb 04, 2014 1:55 am
Forum: Questions and Help
Topic: Best performance for big level models
Replies: 6
Views: 5229

Re: Best performance for big level models

Interesting. I might hold off then. About to be done with this game, and the most boxes for a level who's physics is comprised ENTIRELY of boxes, is only 260. So maybe i'll just leave it all be for now. I've come to find, as other probably have, that most of my performance issues were drawing relate...
by GiveUpGames
Sat Feb 01, 2014 9:18 pm
Forum: Questions and Help
Topic: Best performance for big level models
Replies: 6
Views: 5229

Re: Best performance for big level models

Wonderful!

Thanks. I just found the StaticGroupDemo on my local machine, and looks easy to implement. I'll post some profiling results of before and after i implement the change.

I'm taking a wild guess that if i see any improvements, it will be in the "broadphase" timing?
by GiveUpGames
Sat Feb 01, 2014 4:23 pm
Forum: Questions and Help
Topic: Best performance for big level models
Replies: 6
Views: 5229

Re: Best performance for big level models

Very cool, thanks for the feedback. About StaticGroup .... It wants a IList<Collidable> to be passed to the constructor, which means, as "shapes" come in, i need to maintain that list myself, then finally, build the StaticGroup with the list i was managing. That's fine, but i can't find a ...
by GiveUpGames
Fri Jan 31, 2014 1:58 pm
Forum: Questions and Help
Topic: Best performance for big level models
Replies: 6
Views: 5229

Best performance for big level models

Hi, My levels are a combination of a model as a "StaticMesh" and some boxes, placed as non-dynamic entities for incidental collisions, barriers and such. Let's say I have a level model of about 2500 verticies. In terms of expected BEPU performance, is it best to leave it as one big model? ...
by GiveUpGames
Sat Nov 23, 2013 3:55 pm
Forum: General
Topic: "The Elf Who Killed Christmas" game using BEPU physics
Replies: 1
Views: 16379

"The Elf Who Killed Christmas" game using BEPU physics

Hi All, Watch the Trailer here : http://youtu.be/Eq6ZbDRToCo FREE PLAYABLE BETA DEMO (1ST LEVEL) : http://christmas.giveupgames.com http://christmas.giveupgames.com/img/gallery/thumbs/12.jpg http://christmas.giveupgames.com/img/gallery/thumbs/09.jpg http://christmas.giveupgames.com/img/gallery/thumb...
by GiveUpGames
Fri Aug 16, 2013 1:46 pm
Forum: Questions and Help
Topic: InitialCollisionDetected event & EntityA/B
Replies: 2
Views: 5619

Re: InitialCollisionDetected event & EntityA/B

I've included Bepu into my game engine, and this is how i did it....... void PhysicsSkin_callbackFn(EntityCollidable sender, Collidable other, BEPUphysics.NarrowPhaseSystems.Pairs.CollidablePairHandler pair) { // whatever standard logic applied to both entities to see if i should care about them Tes...
by GiveUpGames
Fri Jul 26, 2013 10:58 pm
Forum: Questions and Help
Topic: CharacterController doesn't find traction after losing it
Replies: 5
Views: 4512

Re: CharacterController doesn't find traction after losing i

Ok. Fair enough. I might have failed to port something properly out of the demo. The more i play with it, the more i'm starting to think that the character is simply falling through the geometry when it collides with "curbs" in the street (going up to a sidewalk). Before now, i was manipul...
by GiveUpGames
Fri Jul 26, 2013 10:42 am
Forum: Questions and Help
Topic: CharacterController doesn't find traction after losing it
Replies: 5
Views: 4512

Re: CharacterController doesn't find traction after losing i

Thx for response. I'll try both code changes. A little more info.... Height Good advice on the height thing. Kinda-related question : Can stance change without me (player or developer) explicitly setting it? I notice if i bump into a wall, i seem to "drop down" by about half the height. In...
by GiveUpGames
Thu Jul 25, 2013 11:54 pm
Forum: Questions and Help
Topic: CharacterController doesn't find traction after losing it
Replies: 5
Views: 4512

CharacterController doesn't find traction after losing it

i've integrated BEPU into my game engine. So far, it's awesome. Good job. I was using my home baked character controller at first. It worked, but it had the same weaknesses as it did with the old physics engine. I saw the "Alternate Movement" folder in Demos, so i implemented some of it. C...