Search found 13 matches

by aCallum
Wed Sep 17, 2014 2:59 pm
Forum: Questions and Help
Topic: Terrain overheads?
Replies: 1
Views: 3660

Terrain overheads?

So, embarking on an exciting project making use of the Unity port of BEPU (on mobile)! I ran some initial tests and all seemed to work well, creating and updating a few hundred box/sphere entities and some static surfaces gave me constant FPS and accurate collision detection. Over time, I have began...
by aCallum
Wed Mar 19, 2014 7:42 pm
Forum: Questions and Help
Topic: Function does not accept floating point Not-a-Number values
Replies: 3
Views: 4471

Re: Function does not accept floating point Not-a-Number val

Thanks for the concise response - just compiled with CHECKMATH - falling over with the LinearVelocity of the entity. No time to explore today but will have a look later this week. Knowing this I'm thinking it could be moving the entity to such a far distance (in z), causes the engine to evaluate the...
by aCallum
Wed Mar 19, 2014 1:05 pm
Forum: Questions and Help
Topic: Function does not accept floating point Not-a-Number values
Replies: 3
Views: 4471

Function does not accept floating point Not-a-Number values

We are attmepting to set the worldTransform of an Entity but are running into the above exeption. What we know: - We are using vehicle.Body.WorldTransform = matrix.CreateFromQuaternion(quaternion.Identity) * matrix.CreateTranslation(new vector3(0, 20, 5000)); to se the world transform of the entity....
by aCallum
Fri Feb 28, 2014 12:32 am
Forum: Questions and Help
Topic: Collision events for Wheels
Replies: 3
Views: 4068

Re: Collision events for Wheels

Thanks for clearing that up - I suspected that the engine would still be doing the polling but I think I got deluded by unnecessary optimisation!
by aCallum
Thu Feb 27, 2014 11:15 pm
Forum: Questions and Help
Topic: Collision events for Wheels
Replies: 3
Views: 4068

Collision events for Wheels

Hi, I'm trying to hook up some collision events for detecting when a Wheel begins and ends a collision. I believe have hooked up the events correctly (in the same way as our vehicles collision that's working) - But the events are failing to be be fired? Just wanted to ask if there is anything differ...
by aCallum
Mon Jan 20, 2014 1:04 pm
Forum: Questions and Help
Topic: Advice on reducing floaty-ness of physics?
Replies: 4
Views: 5338

Re: Advice on reducing floaty-ness of physics?

Good news! The vehicles are behaving much nicer now. One thing i have noticed is what happens to the suspension when the vehicle is upside down, the wheels return to the suspension attatchment point rather than pushing up to their uncomrpessed distance? [EDIT] I think this is caused by the suspensio...
by aCallum
Sun Jan 19, 2014 12:27 pm
Forum: Questions and Help
Topic: Advice on reducing floaty-ness of physics?
Replies: 4
Views: 5338

Re: Advice on reducing floaty-ness of physics?

This is great, some fantastic bits for me to investigate - most interestingly the width/length of the vehicles, as you say the current simulation does have some go-kart like behaviour to it! I also discovered that all the suspension attatchment points had a Y value of 0 - meaning the vehicle was rid...
by aCallum
Sat Jan 18, 2014 11:53 am
Forum: Questions and Help
Topic: Advice on reducing floaty-ness of physics?
Replies: 4
Views: 5338

Advice on reducing floaty-ness of physics?

Hey, So we are using the vehicle class and everything is working nicely but we have tweaked all the numbers quite considerably (and in some cases quite ridiculously). Are there any tips on creating 'good' 'solid' physics? for example, our gravity is -9.81 * 10 !, in order to get the vehicles to fall...
by aCallum
Sun Jan 12, 2014 11:23 am
Forum: Questions and Help
Topic: Regenerating Vehicle/Wheel data on the fly?
Replies: 3
Views: 4812

Re: Regenerating Vehicle/Wheel data on the fly?

Ahh, this clears a few things up thanks [EDIT] i must be tired.. realised that the fix you mentioned was in fact brand new! thank you very much.. i guess you can ignore the rest of this heh You mentioned recreating the wheel shape would reinitialise the entire wheel (including the detector causing t...
by aCallum
Fri Jan 10, 2014 4:24 pm
Forum: Questions and Help
Topic: Regenerating Vehicle/Wheel data on the fly?
Replies: 3
Views: 4812

Regenerating Vehicle/Wheel data on the fly?

Hey again, Making some good progress with the library but I've run into an issue (bug?) when modifying some variables of the Vehicle class at runtime. We need a system that can generate a random vehicle (wheelbase/wheel size/suspension) when the player taps a button. I previously implemented a few s...
by aCallum
Mon Jan 06, 2014 11:32 pm
Forum: Questions and Help
Topic: Creating a CompoundBody from a list of ConvexHulls?
Replies: 2
Views: 4027

Re: Creating a CompoundBody from a list of ConvexHulls?

Thanks for pointing me in the direction of that demo, must have missed it! just what I need!
by aCallum
Mon Jan 06, 2014 2:08 pm
Forum: Questions and Help
Topic: Creating a CompoundBody from a list of ConvexHulls?
Replies: 2
Views: 4027

Creating a CompoundBody from a list of ConvexHulls?

Hi again, I'm trying to create a ConvexHull for a series of models that an object can be created from. In my current implementaton the full object contains a CompoundBody created from some basic BoxShapes. How can replace these basic boxes with a list of ConvexHulls and still pass them into the Comp...
by aCallum
Sat Jan 04, 2014 4:44 pm
Forum: Questions and Help
Topic: Transitioning between XNA Vector3 and BEPU Vector3
Replies: 2
Views: 5381

Transitioning between XNA Vector3 and BEPU Vector3

Hi there, I've spent the day looking over BEPU as a solution to physics in our current project and I must say it looks great! I've started to implement a few basic objects into the current project but am at a crossroads with how to neatly handle the conversion between BEPU and XNA Vector3 types (and...