Search found 10 matches
- Tue Nov 07, 2017 7:27 am
- Forum: Questions and Help
- Topic: EntityMover - no collisions with static mesh
- Replies: 3
- Views: 3802
Re: EntityMover - no collisions with static mesh
That was it exactly, thank you!
- Mon Nov 06, 2017 11:03 pm
- Forum: Questions and Help
- Topic: EntityMover - no collisions with static mesh
- Replies: 3
- Views: 3802
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...
- Mon Nov 06, 2017 10:58 pm
- Forum: Questions and Help
- Topic: EntityMover - no collisions with static mesh
- Replies: 3
- Views: 3802
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...
- Sun Dec 06, 2015 4:01 pm
- Forum: Questions and Help
- Topic: Manual Collision Response
- Replies: 2
- Views: 4103
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!
Thanks!
- Fri Dec 04, 2015 5:00 pm
- Forum: Questions and Help
- Topic: Manual Collision Response
- Replies: 2
- Views: 4103
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...
- Thu Feb 26, 2015 9:38 am
- Forum: Questions and Help
- Topic: Mobile Mesh - after removing from Space, never GC'd
- Replies: 4
- Views: 3879
Re: Mobile Mesh - after removing from Space, never GC'd
Brilliant, thank you (and that was quick!).
- Wed Feb 25, 2015 7:55 pm
- Forum: Questions and Help
- Topic: Thread safety of Raycast
- Replies: 3
- Views: 3406
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...
- Wed Feb 25, 2015 12:34 pm
- Forum: Questions and Help
- Topic: Thread safety of Raycast
- Replies: 3
- Views: 3406
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...
- Wed Feb 25, 2015 9:54 am
- Forum: Questions and Help
- Topic: Mobile Mesh - after removing from Space, never GC'd
- Replies: 4
- Views: 3879
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
- Tue Feb 24, 2015 11:03 am
- Forum: Questions and Help
- Topic: Mobile Mesh - after removing from Space, never GC'd
- Replies: 4
- Views: 3879
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 ...