Search found 10 matches

by Crea
Tue Nov 07, 2017 7:27 am
Forum: Questions and Help
Topic: EntityMover - no collisions with static mesh
Replies: 3
Views: 3484

Re: EntityMover - no collisions with static mesh

That was it exactly, thank you!
by Crea
Mon Nov 06, 2017 11:03 pm
Forum: Questions and Help
Topic: EntityMover - no collisions with static mesh
Replies: 3
Views: 3484

Re: EntityMover - no collisions with static mesh

The entity is moving as normal when the EntityMover is added (via the LinearMotor, not teleported - it's definitely a Dynamic Entity), and I've confirmed the collisions are being detected - they appear in the contacts list when the Entity collides with a static mesh. There's just no response being a...
by Crea
Mon Nov 06, 2017 10:58 pm
Forum: Questions and Help
Topic: EntityMover - no collisions with static mesh
Replies: 3
Views: 3484

EntityMover - no collisions with static mesh

I have a number of static meshes in a scene. I add a single entity, and obtain normal collision behaviour when applying velocities directly to the entity myself. When I move the entity by adding an EnityMover, and setting the TargetPosition, however, I lose collisions with the static meshes in the s...
by Crea
Sun Dec 06, 2015 4:01 pm
Forum: Questions and Help
Topic: Manual Collision Response
Replies: 2
Views: 4039

Re: Manual Collision Response

Found what I needed - I set CollisionRules.NoSolver as the default rule. Still get collisions, still get contact info, but the response is left to me.

Thanks!
by Crea
Fri Dec 04, 2015 5:00 pm
Forum: Questions and Help
Topic: Manual Collision Response
Replies: 2
Views: 4039

Manual Collision Response

Hi there, I have BEPU integrated into an engine I'm writing, and have recently knocked up a little practice project to test things out. Is it possible to use BEPU only for collision detection, but provide the response myself? I had assumed this would be trivial, but I'm either confused or it's going...
by Crea
Thu Feb 26, 2015 9:38 am
Forum: Questions and Help
Topic: Mobile Mesh - after removing from Space, never GC'd
Replies: 4
Views: 3852

Re: Mobile Mesh - after removing from Space, never GC'd

Brilliant, thank you (and that was quick!).
by Crea
Wed Feb 25, 2015 7:55 pm
Forum: Questions and Help
Topic: Thread safety of Raycast
Replies: 3
Views: 3374

Re: Thread safety of Raycast

Sorry, my question was driven by some initial poor understanding of the intended asynchronous use of the engine. I think I get it now; the engine is not thread safe, but can be updated asynchronously (given that it's self contained), and there's some useful buffers to allow you to queue adds and rem...
by Crea
Wed Feb 25, 2015 12:34 pm
Forum: Questions and Help
Topic: Thread safety of Raycast
Replies: 3
Views: 3374

Thread safety of Raycast

Hi again, sorry for another question so soon after my last :) It appears that Raycasting into a Space which is updated asynchronously is not thread safe, is this correct? Is the intention to ray cast against the buffered list of entities via SpaceObject buffer? Or would I be better off en queuing ra...
by Crea
Wed Feb 25, 2015 9:54 am
Forum: Questions and Help
Topic: Mobile Mesh - after removing from Space, never GC'd
Replies: 4
Views: 3852

Re: Mobile Mesh - after removing from Space, never GC'd

Ah, great, I'm just pleased you've confirmed it, thanks very much for replying. And thanks for the library, it's brilliant :)
by Crea
Tue Feb 24, 2015 11:03 am
Forum: Questions and Help
Topic: Mobile Mesh - after removing from Space, never GC'd
Replies: 4
Views: 3852

Mobile Mesh - after removing from Space, never GC'd

Hi there, I have a procedurally generated outdoor scene, where I am dynamically creating and destroying a number of mobile mesh objects. I have noticed that they don't seem to be garbage collected, despite my removing them from the space, and I am fairly certain I am not retaining any references to ...