Search found 22 matches

by KakCAT
Mon Mar 18, 2019 9:18 am
Forum: Questions and Help
Topic: [v1]Walkmesh implementation
Replies: 1
Views: 5

[v1]Walkmesh implementation

Hi, I need to restrict the player movements to certain regions of my game. Each of my maps will have a 2D walkmesh (zones a player can walk on). https://i.ibb.co/cbVp61y/Untitled-2.png What I'm planning to do is using a [v1] Mesh and create a high wall using the 2D exterior edges of the walk mesh. I...
by KakCAT
Fri Feb 22, 2019 11:19 pm
Forum: Questions and Help
Topic: [v1]Disable push between some objects
Replies: 4
Views: 83

Re: [v1]Disable push between some objects

Thanks, I'll try with NoSolver path. I suppose the code to handle that nondynamic behaviour must be added after calling Space.Update, isn't it? (I mean, there's no specific callback for that)
by KakCAT
Thu Feb 21, 2019 11:29 pm
Forum: Questions and Help
Topic: [v1]Disable push between some objects
Replies: 4
Views: 83

[v1]Disable push between some objects

Hi Norbo, sorry for late amount of questions. The more I'm using bepu the more I realize I'm really bad at physics... :( In V1 I have two bodies that are actually character controllers, let's say A and B. I'd like that A cant' push B at all, and B can't push A at all, however keep A and B working as...
by KakCAT
Thu Feb 21, 2019 2:37 pm
Forum: Questions and Help
Topic: [v2]pointer to a managed type problem
Replies: 2
Views: 48

Re: [v2]pointer to a managed type problem

As you said, adding System.Numerics.Vector (via nuget, got 4.5.0) allowed me to compile the program with .NET 4.7.1 For some reason it was automatically referencing S.N.Vector 4.1.3.0 instead

Thanks again! :)
by KakCAT
Thu Feb 21, 2019 2:35 pm
Forum: Questions and Help
Topic: [v2]Disable threading
Replies: 2
Views: 40

Re: [v2]Disable threading

thanks for the fix!
by KakCAT
Wed Feb 20, 2019 10:40 pm
Forum: Questions and Help
Topic: [v2]pointer to a managed type problem
Replies: 2
Views: 48

[v2]pointer to a managed type problem

I'm trying to create a brand new project (so far I've only been playing inside the Demos project) using MonoGame and Bepu 2. When creating an INarrowPhaseCallbacks to feed the Simulation object, I'm getting those errors: error CS0208: Cannot take the address of, get the size of, or declare a pointer...
by KakCAT
Wed Feb 20, 2019 12:36 pm
Forum: Questions and Help
Topic: [v2]Disable threading
Replies: 2
Views: 40

[v2]Disable threading

Hi Norbo! I'd like to disable threading in v2 for debugging purposes, in the default bepu2 Demos.sln . I've deduced from the deterministic documentation that it's just a matter to avoid passing ThreadDispatcher to Simulation.Update However when I do that, an Assert fail appears in Buffer.cs here: De...
by KakCAT
Wed Feb 20, 2019 11:32 am
Forum: Questions and Help
Topic: [V2] Could not load file or assembly System.Numerics.Vectors
Replies: 2
Views: 43

Re: [V2] Could not load file or assembly System.Numerics.Vectors

Hi Alex,

I don't know if this is the case, but BadImageFormatException is very often a problem when mixing 32 bits and 64 bits:

https://stackoverflow.com/questions/159 ... on-c-sharp
by KakCAT
Mon Feb 18, 2019 7:09 pm
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 169

Re: v2 documentation suggestion

thanks for the answer, it's pretty clear now. I've been using the mesh term incorrectly.

Is there a planned specialized terrain in v2 (like BEPUphysics.BroadPhaseEntries.Terrain) or should I be using Meshes for terrain? (I haven't read anything about terrains in the roadmap)
by KakCAT
Wed Jan 30, 2019 9:52 am
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 169

Re: v2 documentation suggestion

thanks for the answer :) The idea of the feature request is knowing when convex hulls area ready without pinging you and making you lose time :) Yes, I try to use spheres, boxes and simple shapes but very often I find it impossible to decompose an object and I resort to using convex hulls a lot. One...
by KakCAT
Fri Jan 25, 2019 10:52 am
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 169

v2 documentation suggestion

Hi, The main page of bepu2 github describes the features of the beta, what contains and what doesn't. I think it'd be really useful if you included a small section about what is already implemented in the master branch (or not even a section, just an asterisk and saying that features marked as aster...
by KakCAT
Mon Dec 24, 2018 1:02 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 342

Re: [v1]"Scaled" convex hull

thanks for the answer! I have a little problem with the center but I think it's an error in my code. Other than that it's working well!

Happy holidays!
by KakCAT
Tue Dec 18, 2018 12:16 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 342

Re: [v1]"Scaled" convex hull

hi Norbo, thanks a lot for your answer! I've got number 2) working, now I'm working on 1) and I've decided to go the ComputeShapeDistribution way you described. My idea is mixing 2) and 1) , please tell me if I'm wrong: I get the hull vertices from question 2 and I scale them. Then I want to create ...
by KakCAT
Mon Dec 17, 2018 3:20 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 342

[v1]"Scaled" convex hull

Hi! I have an object that is randomly scaled through the game. Right now I'm calculating all the vertices with the scale applied, and using new ConvexHullShape (vertexList) to create it. This is of course a waste of time, because I'm calculating the convex hull every time (it's not fast and I do it ...
by KakCAT
Wed Jun 27, 2018 9:05 pm
Forum: Questions and Help
Topic: Need advice in several issues
Replies: 3
Views: 496

Re: Need advice in several issues

Hi Norbo, thanks a lot for your answers! Unfortunately the horse can't be fixed with AI, as the main problem is the player controlled character walking around (and through) the horse. But this gave me some ideas for NPCs 1&2 For type 1: There's no need to not be able to push the player: As soon as t...