Search found 14 matches
- Sat Apr 04, 2015 2:39 pm
- Forum: Questions and Help
- Topic: Box falling through static mesh.
- Replies: 2
- Views: 2860
Re: Box falling through static mesh.
The static mesh was not generated yet, or rather had finished generating when the mesh touched or penetrated with the ground so the box fell through. Somehow the character controller, although at the same starting height as the box, did not. If I waited until it was generated there was no issue. Sil...
- Fri Apr 03, 2015 2:37 pm
- Forum: Questions and Help
- Topic: Box falling through static mesh.
- Replies: 2
- Views: 2860
Box falling through static mesh.
I have a box that is falling through a static mesh I believe this is due to my gravity being set really high(60). If I have the gravity set lower it does not fall through the static mesh. The character controller works fine and has proper collisions with the static mesh. Here are the boxes propertie...
- Fri Apr 03, 2015 2:18 pm
- Forum: Questions and Help
- Topic: Unexpected Jitter
- Replies: 6
- Views: 5236
Re: Unexpected Jitter
Taking a look at that now.
- Fri Apr 03, 2015 12:18 am
- Forum: Questions and Help
- Topic: Unexpected Jitter
- Replies: 6
- Views: 5236
Re: Unexpected Jitter
I've removed the space.Update(dt) and changed it to space.Update() and then I turned off the interpolation. Even though this is how I original started I can't seem to see anymore jitter anymore except when going up and down steps, but I know this is because the steps warp you up and down. I think I'...
- Sat Mar 28, 2015 7:47 pm
- Forum: Questions and Help
- Topic: Unexpected Jitter
- Replies: 6
- Views: 5236
Re: Unexpected Jitter
I made some changes I did not realize that I would have to use the entity.BufferedStates.InterpolatedStates.Position. This seems to have slightly helped when the TimeStepDuration is set to 1/120 however at 1/60 there is still very noticeable jittering. Here is the code I am using now: Space.TimeStep...
- Sat Mar 28, 2015 5:23 pm
- Forum: Questions and Help
- Topic: Unexpected Jitter
- Replies: 6
- Views: 5236
Unexpected Jitter
https://www.youtube.com/watch?v=ileEyne2k4M I took a video to demonstrate the jitter I'm seeing. My gravity is set to around 60. I tried lowering it but I see similar results. The static mesh is generated using: PhysicsBody = new StaticMesh(staticTriangleVertices, staticTriangleIndices); PhysicsBody...
- Fri Mar 27, 2015 1:13 am
- Forum: Questions and Help
- Topic: Falling too fast.
- Replies: 2
- Views: 2903
Re: Falling too fast.
I changed that value and it works. Thanks for the help!
- Wed Mar 25, 2015 5:10 pm
- Forum: Questions and Help
- Topic: Falling too fast.
- Replies: 2
- Views: 2903
Falling too fast.
When I jump gravity seems to be fine, however when I fall of of an edge I almost warp down to the physics body below. Is this by design or am I seeing some sort of weird issue? I tried playing with the TimeStepDuration and set it to something slower to see if it still warps and it does. I'm not sure...
- Sat Mar 21, 2015 11:28 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Re: Portable Subset
Perfect I have a character controller interacting with my static world mesh. It seems to work perfectly! I'll try to get the code uploaded as soon as I port over the character controller demo.
- Sat Mar 21, 2015 10:54 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Re: Portable Subset
I tried: public bool TryDequeueFirst(out T item) { bool taken = false; //locker.Enter(ref taken); locker.Enter(ref taken); if (taken) { try { if (count > 0) { item = array[firstIndex]; array[firstIndex] = default(T); firstIndex++; if (firstIndex == array.Length) firstIndex = 0; count--; return true;...
- Sat Mar 21, 2015 10:18 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Re: Portable Subset
I'm getting an error on locker.Exit(): Error: Unexpected exception while executing a micro-thread. Reason: System.Threading.SynchronizationLockException: The calling thread does not hold the lock. The stack trace: at BEPUutilities.DataStructures.ConcurrentDeque`1.TryDequeueFirst(T& item) in BEPU...
- Sat Mar 21, 2015 8:22 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Re: Portable Subset
The file still exists in the folder and when I created my new project I added it in not realizing it. The quick set is still there for sure. You could also just delete the ParallelLooper entirely and supply another IParallelLooper implementation that wraps existing thread pools if they offer an effi...
- Sat Mar 21, 2015 4:30 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Re: Portable Subset
I've downloaded the source code and modified it to work inside of a PCL. It wasn't too difficult. However I do have some questions. Is there a reason you didn't use .net's hashset? Because of .net 2.0 I suppose? Also there was this line: loopFinished.Close(); Close does not exist for an AutoResetEve...
- Sat Mar 21, 2015 3:49 pm
- Forum: Questions and Help
- Topic: Portable Subset
- Replies: 9
- Views: 5930
Portable Subset
Hi, I'm extremely interested in a portable subset version of BEPU Physics. What's the likely hood of this happening soon? Would it be possible for me to port it over myself or is there a lot to change? I think the biggest thing would be the lack of threads. Perhaps we could work together to get this...