Search found 43 matches
- Sun Jan 29, 2017 10:43 pm
- Forum: Questions and Help
- Topic: Strange exception on update
- Replies: 5
- Views: 5073
Re: Strange exception on update
Upon further investigation I realized that INDEED the map terrain is being added synchronously.....so I will still recreate the demo and PM you once its ready
- Sun Jan 29, 2017 9:38 pm
- Forum: Questions and Help
- Topic: Strange exception on update
- Replies: 5
- Views: 5073
Re: Strange exception on update
Funny enough...while creating the demo I figured out what I did wrong. The terrain was still being added asynchronously to the map space so that caused the exception.
- Sun Jan 29, 2017 8:49 pm
- Forum: Questions and Help
- Topic: Strange exception on update
- Replies: 5
- Views: 5073
Re: Strange exception on update
Without any other information, I'd guess invalid asynchronous access. Space.Add, Remove, and Update should not be called simultaneously; they are not thread safe. Thats strange.....because I just modified my current update method to do things in one thread and sequentially. I get the new states of ...
- Sun Jan 29, 2017 8:36 pm
- Forum: Questions and Help
- Topic: Strange exception on update
- Replies: 5
- Views: 5073
Strange exception on update
Not sure what could be causing this...I have a theory I am passing in a dt that is too small because everything worked fine up until I changed how I calculated my deltatime. Just wanted to be sure to avoid it in the future... at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) a...
- Wed Jan 11, 2017 2:43 am
- Forum: Questions and Help
- Topic: Generating terrain from bitmap
- Replies: 6
- Views: 4726
Re: Generating terrain from bitmap
Ha! Solved it! It was a transform issue. I thought that BEPU's world axes were not consistent with Unity's (which XNA's apparently were and required offsetting). I set the offset to Vector.Zero and the scaling to (1,1,1) and everything worked absolutely perfectly. I admit that BEPU does a much bette...
- Wed Jan 11, 2017 12:59 am
- Forum: Questions and Help
- Topic: Generating terrain from bitmap
- Replies: 6
- Views: 4726
Re: Generating terrain from bitmap
Do the graphics actually match the physics? It might appear to be stuck in the ground, but the graphics might just be above the physical representation. If not that, is the character being controlled with teleportation? That is, is it being moved around by setting its position directly? Collisions ...
- Wed Jan 11, 2017 12:02 am
- Forum: Questions and Help
- Topic: Generating terrain from bitmap
- Replies: 6
- Views: 4726
Re: Generating terrain from bitmap
Thanks for the fast reply! That answers most of my questions. Still not sure why my player sinks through hills though..that part still has me stumped? Am I missing something when generating the terrain?
- Tue Jan 10, 2017 6:27 am
- Forum: Questions and Help
- Topic: Generating terrain from bitmap
- Replies: 6
- Views: 4726
Generating terrain from bitmap
So I decided to switch from XNA's heightmap demo to BEPUs Terrain class for my ground. For some reason server-side, BEPU renders a very low quality model of my heightmap. I am using brightness information from a 32bit tif file that I generated in Blender. Client side I am using unity's terrain as th...
- Wed Oct 05, 2016 7:47 pm
- Forum: Questions and Help
- Topic: No collisions between two dynamic objects
- Replies: 9
- Views: 6253
Re: No collisions between two dynamic objects
Ahhh thank you! Makes sense. One side question...can you point me to any documentation on how to include a custom demo in the demo projects?
- Wed Oct 05, 2016 7:18 pm
- Forum: Questions and Help
- Topic: No collisions between two dynamic objects
- Replies: 9
- Views: 6253
Re: No collisions between two dynamic objects
I indeed notes 2 and 3 were the problem and I can now detect collisions between the sphere and boxes. 1) The repro case's timer-based updates run in parallel with the demo's own space updates which causes race conditions. How is this the case? Even if the system.threading.timer calls updates on thre...
- Wed Oct 05, 2016 12:42 am
- Forum: Questions and Help
- Topic: No collisions between two dynamic objects
- Replies: 9
- Views: 6253
Re: No collisions between two dynamic objects
Thanks for the feedback! I sent a PM so check it out when you get a chance.
- Mon Oct 03, 2016 1:40 am
- Forum: Questions and Help
- Topic: No collisions between two dynamic objects
- Replies: 9
- Views: 6253
Re: No collisions between two dynamic objects
100% sure everything is in the space. I get update messages saying I have x entities in my space and I know the amount beforehand. I can definitely provide my code but I'm not sure if I will be able to create a similar copy in the Demos because of my implementation. I'll try my best to explain every...
- Mon Oct 03, 2016 1:14 am
- Forum: Questions and Help
- Topic: No collisions between two dynamic objects
- Replies: 9
- Views: 6253
No collisions between two dynamic objects
I am trying to determine if a movable sphere and a bunch of fixed boxes ever overlap. I did not want the collisions to be resolved so I turned the solver off for the group pair of these objects. My space is being updated...I know this because the position of my sphere is being updated. Ideally I wou...
- Mon Sep 19, 2016 5:25 am
- Forum: Questions and Help
- Topic: Using static mesh as terrain
- Replies: 8
- Views: 6197
Re: Using static mesh as terrain
Thanks again for the replies Norbo. I ended up going with the heightmap instead :oops: I will have to use the "poke holes" method to get caves and such into my map. XNA has a really nice Terrain demo that helped me out alot. The calculations are very simple and you don't need to use the XN...
- Sun Sep 18, 2016 9:30 pm
- Forum: Questions and Help
- Topic: Using static mesh as terrain
- Replies: 8
- Views: 6197
Re: Using static mesh as terrain
Extracting the vertices from the graphical mesh is not an issue. But I need to create a physics mesh for my "ground" so my entities won't fall. Does BEPUphysics have a method for generating physics meshes from the graphical mesh? If not are there any alternatives?