Search found 14 matches
- Tue Nov 15, 2016 6:09 pm
- Forum: Questions and Help
- Topic: strange surface behaviour
- Replies: 5
- Views: 5211
Re: strange surface behaviour
hi norbo, I am still working on my project. I added items and the bepu engine does a great job!!!! :D However I found that the sticky-surface-issue occurs when my object/character is standing on a very thin CompoundShapeEntry. Like on a BoxShape with dimensions like (0.5f 0.05f, 0.5f) It also happen...
- Sun Mar 27, 2016 11:56 am
- Forum: Questions and Help
- Topic: truncated cone
- Replies: 3
- Views: 4948
Re: truncated cone
oh, okay then. But the wrapped shape does compute the convex hull points, and uses them? Which means the parts are not perfectly round then? Like when I use a CylinderShape, the surface on the cylinder is smoothly round, and the wrapped shape is not, right? What I now do, is just create a ConvexHull...
- Sun Mar 27, 2016 11:49 am
- Forum: Questions and Help
- Topic: change position when space is freezed
- Replies: 6
- Views: 5732
Re: change position when space is freezed
or can I just use the old BEPUphysicsDrawer project and a new version of BEPUphysics and BEPUutilities?
- Fri Mar 25, 2016 6:22 pm
- Forum: Questions and Help
- Topic: truncated cone
- Replies: 3
- Views: 4948
truncated cone
Hi, can anybody help me, how to construct a truncated cone shape? http://www.swiftutors.com/admin/photos/volume-of-a-truncated-cone.png My idea is to use a CylinderShape inside of a TransformableShape. So when I 'distort' a cylinder by shinking its top, it becomes like a truncated cone (and I figure...
- Fri Mar 25, 2016 6:14 pm
- Forum: Questions and Help
- Topic: change position when space is freezed
- Replies: 6
- Views: 5732
Re: change position when space is freezed
very neat, I might want to use contact information, thank you. Forget the part with the debug drawer, I already use InstancedModelDrawer thanks. (the problem I had with objects not showing off when not updating was caused by myself, i add them in the update for whatever reason) Vulkan and dx12 backe...
- Fri Mar 25, 2016 1:00 pm
- Forum: Questions and Help
- Topic: change position when space is freezed
- Replies: 6
- Views: 5732
Re: change position when space is freezed
ah, and what do I need to do to use the Debug Drawer?
- Fri Mar 25, 2016 12:18 pm
- Forum: Questions and Help
- Topic: change position when space is freezed
- Replies: 6
- Views: 5732
change position when space is freezed
Dear Norbo, author of so many good answers (thanks!!) In my world it is possible to change thing's position (and orientation) while the world is in an inert state, i.e. I do not call the Space.Update() method but I want to move around objects by setting Entity.Position = ... . If I just do so, colli...
- Fri Mar 04, 2016 2:12 pm
- Forum: Questions and Help
- Topic: strange surface behaviour
- Replies: 5
- Views: 5211
Re: strange surface behaviour
Hi, and thanks for the quick response. The lack of boundary smoothing on compound shapes is pretty good point. I have witnessed this problem in some situations, but it is not that severe I guess. But the problem that I had also occoured when standing on only one of the compound shapes childs. Now th...
- Thu Mar 03, 2016 5:23 pm
- Forum: Questions and Help
- Topic: strange surface behaviour
- Replies: 5
- Views: 5211
strange surface behaviour
Hi, I ran into a problem: I have added things into the physics Space to form the worlds obstacles, like walls and floor. They are all put into an Entity as elements of a compoundShapes with mass 0.0f. And I have a box which I can move around by applying forces upon it (similar to the characterContro...
- Mon Apr 06, 2015 8:56 am
- Forum: Questions and Help
- Topic: voxel object vs voxel object collision
- Replies: 7
- Views: 6575
Re: voxel object vs voxel object collision
Yes, the acceleration hierarchy is constructed when the collidable is created, and using shape.GetCollidableInstance will create all the CompoundCollidables from scratch. So, when I use a mobile mesh and change it a bit, lets say remove 4 and add 4 out of several million, does it also recreate the ...
- Tue Mar 31, 2015 1:01 pm
- Forum: Questions and Help
- Topic: voxel object vs voxel object collision
- Replies: 7
- Views: 6575
Re: voxel object vs voxel object collision
It has been a long time and I have been advancing quite a bit, thank you for your help so far and sorry for my frustration statement :oops: Okey, I have used compound shapes as you recommended and it indeed works good :) The performace is quite good as you stated, it starts to get slower with 15.000...
- Mon Mar 30, 2015 3:19 pm
- Forum: Questions and Help
- Topic: crash using debug drawer
- Replies: 1
- Views: 19323
crash using debug drawer
hi, i run into an ArgumentOutOfRangeException in line 135 of ModelDisplayObjectBatch.cs here: public void Remove(ModelDisplayObject displayObject, InstancedModelDrawer drawer) { //Modify vertex buffer var newVertices = new VertexPositionNormalTexture[vertices.Length - displayObject.BatchInformation....
- Wed Mar 18, 2015 10:25 am
- Forum: Questions and Help
- Topic: voxel object vs voxel object collision
- Replies: 7
- Views: 6575
Re: voxel object vs voxel object collision
wow! Thanks so much for your answer, you are great! I think Blockade Runner actually uses BEPUphysics these days. Pah, so the jitter guys should stop advertising their engine with it :x The bepu engine IS the best engine for c# or not?, but it took me three days to get to know that. I dont want to d...
- Wed Mar 18, 2015 1:12 am
- Forum: Questions and Help
- Topic: voxel object vs voxel object collision
- Replies: 7
- Views: 6575
voxel object vs voxel object collision
hi everybody (me newbe), I have tested three other physics enignes and I found bepu ist best for c# . (congratulations and big thx!!) I want to create a game which contains multiple big voxel objects (like star made, blockade runner or space engineers), which behave physically correct. A major chall...