Search found 15 matches

by test44x
Wed Feb 28, 2018 12:25 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 28
Views: 98305

Re: Deterministic fixed-point port, open source

Write a benchmark for timing both the inline/ref-mode and old Vector3.Dot method - that's the best way to see the difference. In my tests it was very apparent to me that ref-mode/inlined method was significantly faster. This should more or less turn into a single mul machine instruction and a shift,...
by test44x
Wed Feb 28, 2018 5:20 am
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 28
Views: 98305

Re: Deterministic fixed-point port, open source

If you read my last post in that thread you linked. I mentioned that the biggest performance problem is due to fixed math calls not being inlined and passing struct as copies. For example a simple a * b calls: Fix64 operator *(Fix64 x, Fix64 y) with two copies of the struct. That makes it really exp...
by test44x
Mon Jul 11, 2016 1:18 am
Forum: General
Topic: Bug??
Replies: 1
Views: 15832

Bug??

Hi Norbo, Here is a bug in BoxSphereTester.cs that might interest you //Inside of the box. Vector3 penetrationDepths; penetrationDepths.X = localClosestPoint.X < 0 ? localClosestPoint.X + box.halfWidth : box.halfWidth - localClosestPoint.X; penetrationDepths.Y = localClosestPoint.Y < 0 ? localCloses...
by test44x
Mon Sep 28, 2015 9:03 am
Forum: General
Topic: Blog post: Blazing Fast Trees
Replies: 6
Views: 21902

Re: Blog post: Blazing Fast Trees

Hi Norbo,

Great job as usual.

I haven't read all of the report, but from a glance, it seems the tests were done using multi-threading. Since BEPU is only deterministic using single-thread, will the performance be similar for single threaded use?

Also, will v2.0 be deterministic as well?


Thanks!
by test44x
Sat Jul 04, 2015 3:24 am
Forum: Questions and Help
Topic: StaticGroup Flexibility
Replies: 4
Views: 5412

Re: StaticGroup Flexibility

Thanks for advice Norbo. I implemented StaticGroup in my app anyways and I am shocked at the improved performance compare to Compoundbody. On mobile with about 500 static objects compound to one body takes about 3.5ms physics time. Using static group, it brought the physics time to about 2.0ms! I ca...
by test44x
Fri Jul 03, 2015 2:51 am
Forum: Questions and Help
Topic: StaticGroup Flexibility
Replies: 4
Views: 5412

StaticGroup Flexibility

Hi Norbo, Currently it seems that StaticGroup does not support individual settings for each ConvexCollidable shape. For example, it does not allow some pieces to have it's own event callbacks or collision rule. I am trying to find the best way to implement around 500 static NoSolver objects on the m...
by test44x
Tue Jun 09, 2015 10:34 pm
Forum: Questions and Help
Topic: Bug with Continuous detection and NoSolver
Replies: 2
Views: 3659

Re: Bug with Continuous detection and NoSolver

Awesome - everything works great now, there is also slight performance increase.

Thanks for the quick fix!
by test44x
Tue Jun 09, 2015 7:28 am
Forum: Questions and Help
Topic: Bug with Continuous detection and NoSolver
Replies: 2
Views: 3659

Bug with Continuous detection and NoSolver

Hi Norbo, While working on app for mobile devices I encountered what seems to be a bug. A collision problem occurs when continuous collision detection is set and compound child is set to NoSolver. I was trying to use each children of a compound object to act as triggers by setting them to NoSolver w...
by test44x
Tue Apr 14, 2015 11:18 pm
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Well... after a long journey I finally did it. This was a lot harder than I thought. Turning a physics engine to use a fixed math library was pretty easy, but having the physics to run close to non-fixed math speed WAS THE HARDEST part. It turns out, using struct and operator overloading is very exp...
by test44x
Wed Mar 25, 2015 6:13 am
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Unfortunately, it seems that I will need to change my fixed math struct... The main issue right now is performance.. compare to float, my struct is 20+x slower. I assumed that it was due to the huge amount of casting back and forth during run time, but it turns out that doing 100,000 casts between t...
by test44x
Tue Mar 24, 2015 6:32 pm
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Android)

Yes, you are completely right! The Issue was within GetBoundingBox, there was a bug with my Math.Sign function which was causing the calculation errors. Now I am getting much better collision detection and proper boundingBox. I will need your help on two more bugs that I am seeing. Sometimes, object...
by test44x
Mon Mar 23, 2015 11:10 pm
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Andriod)

Here is a video of what I mean: https://www.youtube.com/watch?v=9bY2J9Ct1j4 Please use 720P quality to see the bounding boxes clearly. Notice how the bounding box is acting weird with the boxes? Notice how when the board rotates to a certain direction the bounding box gets smaller and smaller, but w...
by test44x
Mon Mar 23, 2015 8:03 am
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Android)

After setting up my Fixed struct type and testing it out, it turns out that the Collision detection behaves strangely. I started debugging and it seems that BEPU produces insane precision that's beyond my fixed struct. For exmaple, some of the contact points produces floating 1e-40!!! there is no pr...
by test44x
Sun Mar 15, 2015 2:02 am
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Re: Deterministic Lock-step in Unity3D(iOS/Andriod)

I figure that fixed math struct is the only way to go so I am in the process of implementing a fixed math type in bepu. However, I ran into a problem. The Fixed Math library I am using currently doesn't support Acos function, but it does have Sin, Cos, Tan, and Atan2. You used Acos functions in few ...
by test44x
Thu Mar 12, 2015 1:50 am
Forum: Questions and Help
Topic: Deterministic Lock-step in Unity3D(iOS/Android)
Replies: 17
Views: 20866

Deterministic Lock-step in Unity3D(iOS/Android)

Hello Norbo, First off, I would just like to thank you for making this amazing engine. I have played around with it for few months now and basing my upcoming multiplayer app on it. I am currently developing a game for Android and mobile iOS devices. I am using Unity3D and BEPUphysics .Net 3.5 v1.30....