Search found 32 matches

by KakCAT
Wed May 27, 2020 4:58 pm
Forum: Questions and Help
Topic: [v1]Accelerating StaticMesh creation
Replies: 2
Views: 44

Re: [v1]Accelerating StaticMesh creation

Thanks for the tips!

I realized I couldn't insert/remove the StaticMeshes (because 2 same maps can be loaded at the same time) and went for the serialization method.
by KakCAT
Sun May 24, 2020 10:07 pm
Forum: Questions and Help
Topic: [v1]Accelerating StaticMesh creation
Replies: 2
Views: 44

[v1]Accelerating StaticMesh creation

Hi Norbo! Lately I've been abusing a bit of StaticMesh in bepu v1. It has accelerated a lot the execution in runtime while making the load slower. I had no problem with it, until I've recently realized that sometimes I need a very fast StaticMesh creation. The game is a JRPG and I want the transitio...
by KakCAT
Thu Feb 20, 2020 7:17 pm
Forum: Questions and Help
Topic: [v1]Collision problem
Replies: 5
Views: 4507

Re: [v1]Collision problem

thanks for the answer! I disabled the step up/down code and did some changes at IBeforeSolverUpdateable.Update and specially CorrectContacts. The capsule and the margin are not very friendly. I considered going back to the cylinder and try what you said, but I decided to keep the capsule and try to ...
by KakCAT
Tue Feb 18, 2020 10:11 am
Forum: Questions and Help
Topic: [v1]Collision problem
Replies: 5
Views: 4507

Re: [v1]Collision problem

Hi Norbo! I just realized that what made the CC move nicely was "the buggy part" :lol: My main problem is stepping up teleporting the character for a very unsmooth movement, just the same problem I had with the cylinder. (I know, this has been documented for 10 years, I'm just that slow). I'll be tr...
by KakCAT
Fri Feb 14, 2020 12:04 pm
Forum: Questions and Help
Topic: [v1]Collision problem
Replies: 5
Views: 4507

Re: [v1]Collision problem

As usual, minutes after you post a big message you start getting progress. I've found that increasing SupportThreshold to a very big value the climbing part almost disappears, however I've yet to check if this has implication in other parts of the game (EDIT: yes, it really takes a toll on the contr...
by KakCAT
Fri Feb 14, 2020 11:46 am
Forum: Questions and Help
Topic: [v1]Collision problem
Replies: 5
Views: 4507

[v1]Collision problem

EDIT: Never mind, forget the whole thread. It was a huge mistake on my part (I was using Capsule.Length as substitute to Cylinder.Height, when it's obvious it's not that value). Feel free to delete the thread (I'd have deleted it myself if I could find how to do it :D ) I'm having a problem with Bep...
by KakCAT
Wed Sep 18, 2019 8:29 am
Forum: Questions and Help
Topic: [V1]Performance question (lots of static boxes versus mesh)
Replies: 3
Views: 7558

Re: [V1]Performance question (lots of static boxes versus mesh)

Hi Norbo, thanks for the answer. I read some cryptic message on twitter about food poisoning. I hope you're feeling better! My StaticMeshes for my 'Patch2d' are supposed to be "fully static" so no realtime reconstruction is needed, which makes them better. The StaticGroups (I didn't know about them)...
by KakCAT
Sun Sep 15, 2019 9:36 am
Forum: Questions and Help
Topic: [V1]Performance question (lots of static boxes versus mesh)
Replies: 3
Views: 7558

[V1]Performance question (lots of static boxes versus mesh)

Hi, I've been continuing my 3d game sticking to V1 (I think I'm too late on development to move to V2). The game is mostly done with basic shapes (cubes mostly), however there are LOTS of them. The game is quite simple physically talking (several slow moving character controllers across a big scenar...
by KakCAT
Fri Apr 26, 2019 1:28 pm
Forum: General
Topic: v2.0.0 out of beta!
Replies: 3
Views: 8728

Re: v2.0.0 out of beta!

thanks for all the work! :D I hope to find some spare time to move from v1 to v2 ,the upgrade documentation looks very helpful !
by KakCAT
Wed Mar 20, 2019 2:05 pm
Forum: Questions and Help
Topic: [v1]Walkmesh implementation
Replies: 4
Views: 6398

Re: [v1]Walkmesh implementation

thanks for the answers! @Norbo: Yes, that's what I had in mind. I implemented it (with StaticMesh) and seems to work very well for the moment :) A question though: what do you mean by extreme cases? Very big triangles (compared to the colliding objects), or triangles that are big in one dimension bu...
by KakCAT
Mon Mar 18, 2019 9:18 am
Forum: Questions and Help
Topic: [v1]Walkmesh implementation
Replies: 4
Views: 6398

[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: 6279

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: 6279

[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: 5652

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: 5637

Re: [v2]Disable threading

thanks for the fix!