Search found 43 matches

by jaja1
Sun Jan 29, 2017 10:43 pm
Forum: Questions and Help
Topic: Strange exception on update
Replies: 5
Views: 4949

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 :)
by jaja1
Sun Jan 29, 2017 9:38 pm
Forum: Questions and Help
Topic: Strange exception on update
Replies: 5
Views: 4949

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. :lol: :oops:
by jaja1
Sun Jan 29, 2017 8:49 pm
Forum: Questions and Help
Topic: Strange exception on update
Replies: 5
Views: 4949

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 ...
by jaja1
Sun Jan 29, 2017 8:36 pm
Forum: Questions and Help
Topic: Strange exception on update
Replies: 5
Views: 4949

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...
by jaja1
Wed Jan 11, 2017 2:43 am
Forum: Questions and Help
Topic: Generating terrain from bitmap
Replies: 6
Views: 4646

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...
by jaja1
Wed Jan 11, 2017 12:59 am
Forum: Questions and Help
Topic: Generating terrain from bitmap
Replies: 6
Views: 4646

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 ...
by jaja1
Wed Jan 11, 2017 12:02 am
Forum: Questions and Help
Topic: Generating terrain from bitmap
Replies: 6
Views: 4646

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?
by jaja1
Tue Jan 10, 2017 6:27 am
Forum: Questions and Help
Topic: Generating terrain from bitmap
Replies: 6
Views: 4646

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...
by jaja1
Wed Oct 05, 2016 7:47 pm
Forum: Questions and Help
Topic: No collisions between two dynamic objects
Replies: 9
Views: 6211

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?
by jaja1
Wed Oct 05, 2016 7:18 pm
Forum: Questions and Help
Topic: No collisions between two dynamic objects
Replies: 9
Views: 6211

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...
by jaja1
Wed Oct 05, 2016 12:42 am
Forum: Questions and Help
Topic: No collisions between two dynamic objects
Replies: 9
Views: 6211

Re: No collisions between two dynamic objects

Thanks for the feedback! I sent a PM so check it out when you get a chance.
by jaja1
Mon Oct 03, 2016 1:40 am
Forum: Questions and Help
Topic: No collisions between two dynamic objects
Replies: 9
Views: 6211

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...
by jaja1
Mon Oct 03, 2016 1:14 am
Forum: Questions and Help
Topic: No collisions between two dynamic objects
Replies: 9
Views: 6211

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...
by jaja1
Mon Sep 19, 2016 5:25 am
Forum: Questions and Help
Topic: Using static mesh as terrain
Replies: 8
Views: 6155

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...
by jaja1
Sun Sep 18, 2016 9:30 pm
Forum: Questions and Help
Topic: Using static mesh as terrain
Replies: 8
Views: 6155

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?