Search found 13 matches

by kelthar
Sun Nov 27, 2016 10:17 pm
Forum: General
Topic: 2.0 and UWP
Replies: 6
Views: 25378

Re: 2.0 and UWP

This makes me very glad to hear. .Net Core is a bright light in the sky, if I were to be poetic. So we can expect something in the middle of next year I guess. Unless it has been pushed forward. What I want to try it to run the physics on a Raspberry Pi 3 under Windows 10 IOT just to see how many ob...
by kelthar
Sun Nov 08, 2015 12:22 am
Forum: Questions and Help
Topic: Huge positions and strange behaviour
Replies: 13
Views: 35505

Re: Huge positions and strange behaviour

No, it doesn't remove the problem, it just extends my possible maximum simulation area, which is nice.
by kelthar
Thu Nov 05, 2015 2:35 pm
Forum: Questions and Help
Topic: Huge positions and strange behaviour
Replies: 13
Views: 35505

Re: Huge positions and strange behaviour

I forgot to thank you for your replies. Very good stuff. Now, a lot later, I realize that I could just change the position scale aswell to complement the system. Divide all positions by 1E20 or some other and still have enough precision probably. I wonder why I didn't think of this earlier. Do you t...
by kelthar
Sun Jul 26, 2015 11:44 am
Forum: Questions and Help
Topic: Huge positions and strange behaviour
Replies: 13
Views: 35505

Re: Huge positions and strange behaviour

Been thinking about this and I have three scenarios: 1. Put all entities into the same Space, but group them so they only collide with entities within the same "simulated area". Let this simulation work over multiple threads. Let's say one thread for each core available. When merging group...
by kelthar
Sat Jul 25, 2015 9:42 pm
Forum: Questions and Help
Topic: Huge positions and strange behaviour
Replies: 13
Views: 35505

Re: Huge positions and strange behaviour

This is all very interesting! =) I already recenter my meshes, as I found out what those high positions do with the depth buffer. So I figured I ran into something which is similar. I have a pretty big world. I estimated that it takes about 750 real years to go from one end to the other. Anyways. I'...
by kelthar
Fri Jul 24, 2015 10:52 pm
Forum: Questions and Help
Topic: Huge positions and strange behaviour
Replies: 13
Views: 35505

Huge positions and strange behaviour

I have a sphere that I'm pushing around a heightmap. When I get to position x/z 4000000 and up, I can't seem to push it in certain angles (135 degrees is one of them). Is it because I reach such a high position? I set the LinearVelocity for the speed and the sphere has it's TensorInverse set to Matr...
by kelthar
Tue May 26, 2015 1:30 pm
Forum: Questions and Help
Topic: Platformer with platforms you can pass throught from below
Replies: 3
Views: 3900

Re: Platformer with platforms you can pass throught from bel

So, for anyone reading this later and wondering about how I ended up solving it: What I ended up doing was adding a rule with no collisions between the platform and the player, as long as the player was beneath the platform. Once the player got above the platform I removed the rule. This worked out ...
by kelthar
Tue Dec 16, 2014 4:16 pm
Forum: Questions and Help
Topic: Platformer with platforms you can pass throught from below
Replies: 3
Views: 3900

Platformer with platforms you can pass throught from below

So, the title spills most of the beans. I have a scenario where I would like to be able to jump through entities without collisions, but then settle on top of them. Do I need to make a hack for this? You can only move across two axis in the game. x and y. One idea I had is to change the entities pos...
by kelthar
Wed Dec 10, 2014 9:11 pm
Forum: Questions and Help
Topic: LinearVelocity and shaking object
Replies: 6
Views: 5165

Re: LinearVelocity and shaking object

Hmmm. Why don't you use Space.Update() instead. I've encountered this before. I think it was when I sent a bad elapsed to the Update(dt). Possibly it could have been when I set the velocity. Is the Space.Update() on it's own thread? Then you should set the Entity.BufferedState of LinerarVelocity ins...
by kelthar
Thu Nov 27, 2014 10:55 am
Forum: Questions and Help
Topic: Best performance?
Replies: 6
Views: 6045

Re: Best performance?

To anyone else trying to do this: It worked just fine.

I've made a small post detailing how it was done for those who might need it. http://www.fourtwo.se/blog/2014/infinit ... u-physics/
by kelthar
Tue Nov 25, 2014 1:25 pm
Forum: Questions and Help
Topic: Best performance?
Replies: 6
Views: 6045

Re: Best performance?

Thank you for the answer. I'm kind of obsessed with performance and memory allocation, as all game deveoplers should be. Since you're developing a physics engine, I am pretty certain you might be even more obsessed than I am. Hunting those extra microseconds. :) Anyways, It seems to me that the most...
by kelthar
Mon Nov 24, 2014 1:29 pm
Forum: Questions and Help
Topic: Best performance?
Replies: 6
Views: 6045

Re: Best performance?

Thank you for the reply. So, from what you're saying I will assume that I can use a float[,] sized 3072*3072 which I use for a singular Terrain. Update said array and change the Transform to represent my new offset when I shift the tiles.

Do I need to call OnShapedChanged() after this?
by kelthar
Sat Nov 22, 2014 6:53 pm
Forum: Questions and Help
Topic: Best performance?
Replies: 6
Views: 6045

Best performance?

I have an 'infinate', procedurally generated map which is divided into section. 1024 in size. I am planning to use Terrain for the ground. What Im wondering is what gives the best performance. Does it matter what size the Terrains are? Would it be better to have smaller terrains? I have a grid of 3x...