Search found 92 matches
- Tue Oct 31, 2017 4:59 am
- Forum: Questions and Help
- Topic: Vehicle simulation
- Replies: 3
- Views: 4553
Re: Vehicle simulation
Hello there! If you discover a good way to achieve what you've described, I'd be curious in what direction you tweaked things. A small vehicle (a tug car) pulling on a massive vehicle (a 747) will in an initial simulation inevitably cause things to start tearing apart as the physics engine struggles...
- Fri Oct 06, 2017 4:24 am
- Forum: General
- Topic: Unity3d Fork
- Replies: 4
- Views: 33644
Re: Unity3d Fork
Last I looked, BEPU physics 1.x works more or less out-of-the-box on Unity, you just copy the BEPU physics 1 source into your Unity source directory, and it functions. (You of course have to create your own Unity<->BEPUphysics links, EG ensuring a BEPUphysics space is prepared, and translating your ...
- Thu Sep 28, 2017 5:37 am
- Forum: Questions and Help
- Topic: Possible issue with BEPU Quaternions (minor)
- Replies: 1
- Views: 3730
Possible issue with BEPU Quaternions (minor)
So this code: https://github.com/bepu/bepuphysics1/blob/master/BEPUutilities/Quaternion.cs#L461-L468 /// <summary> /// Negates the components of a quaternion. /// </summary> /// <param name="q">Quaternion to negate.</param> /// <returns>Negated result.</returns> public static Quaternion op...
- Fri Sep 15, 2017 12:00 pm
- Forum: General
- Topic: Progress on 2.0
- Replies: 11
- Views: 69748
Re: Progress on 2.0
Anything fun and new since you last posted on the "2.0" topic? Y'know, other than my new favorite Type: struct WhiningNoises4<TContainer> where TContainer : struct (Direct from your scratchpad :P ) ... ... Side comment, you seem to imply in your commits that your code is gross or weird at ...
- Fri Sep 01, 2017 12:03 am
- Forum: Questions and Help
- Topic: MGCB.exe not working properly when compiling
- Replies: 3
- Views: 6013
Re: MGCB.exe not working properly when compiling
Fixed it, turned out my virus protection was deleting it >.< I've had to disable my own AV (Avast) while developing because it constantly scans every time, and half the scans end in "bad reputation" style of deletions for some reason. Would recommend finding and getting used to toggling t...
- Sun Jul 30, 2017 7:46 am
- Forum: Questions and Help
- Topic: Ways to deal with small object oddities
- Replies: 1
- Views: 3622
Ways to deal with small object oddities
I have a fun thing I've ignored for a while but should probably address at some point, and just remembered it now so HERE WE GO: I have a world where 1 unit = 2/3rds a meter. (2 feet more or less). Most objects are at least 1 unit wide on one two or all three axes. Everything from the world objects ...
- Sat Jul 29, 2017 11:33 pm
- Forum: Questions and Help
- Topic: BEPU HoveCraft
- Replies: 6
- Views: 7048
Re: BEPU HoveCraft
I'm aiming for about 2 months for the core parts of v2 to be reasonably complete. That means things like a fully implemented collision pair matrix, a useful zoo of constraints, CCD, deactivation, and the required underlying infrastructure. That first release probably won't include some useful featu...
- Sun Jul 02, 2017 6:05 pm
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
Please be more charitable when reading! It is very frustrating to be accused of not helping. If I didn't want to help, I would not respond . Please spend more time trying to understand what I'm trying to say. I am giving you the physical basis for why the issue is occurring, and some options for ho...
- Sun Jul 02, 2017 5:37 pm
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
That's... not really reasonable. You're telling me to tell players to 'just deal with it', as opposed to helping me fix the fault? Players will often have a keyboard, not a joystick, and thus can't hold it easily at position where it perfectly counters the downward rotation. Further, real planes are...
- Sun Jul 02, 2017 2:47 am
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
I'm past that point though? I can rotate the plane and all, the problem is it rotates on its own due to semi-external forces (the weight of the wheels, etc. attachments), and I can't figure out how to make it not be rotating on its own... I'm not sure if I'm explaining myself poorly or you're distra...
- Sat Jul 01, 2017 11:50 pm
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
Hm... it sounds like you're describing the right thing with the first part, but ... then my question is, what did I screw up to not see any changes from moving that position significantly out-of-line? As for the alternate correction: you stated the problem yourself... a system is not sufficiently ri...
- Sat Jul 01, 2017 6:59 am
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
It might actually be an imperfection of the physics engine I'm correcting for here? Not sure, hopefully not but just in case I'll explain: so I have the small objects jointed onto the large object in the air. By all the physics I know of, this should be stable as far as rotation, and just fall flat ...
- Sat Jul 01, 2017 6:13 am
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Re: Customizing the centerpoint of a convex hull shape
Entity.CollisionInformation.LocalPosition can be set to position the shape arbitrarily in the entity's local space. If you want to position things precisely and need to know exactly where the ConvexHullShape recentered things on, use the ConvexHullShape constructor that outputs the center it comput...
- Sat Jul 01, 2017 3:40 am
- Forum: Questions and Help
- Topic: Customizing the centerpoint of a convex hull shape
- Replies: 12
- Views: 17914
Customizing the centerpoint of a convex hull shape
Let's say I'm constructing a convex hull shape, and I find the center point to not accurately represent the center of mass as well as I want it to. What's the quickest / best way to force the center to a be at a specific point? I noticed I can give it a custom convex shape description, but that has ...
- Sat Jul 01, 2017 2:24 am
- Forum: Questions and Help
- Topic: Joints creating weirdly offset positions
- Replies: 2
- Views: 4005
Re: Joints creating weirdly offset positions
So I tried to reproduce it in the demos, but the demos ran it fine without the issue. And I thought to myself, what's the difference between the demos and my code? and after thinking a bit, realization struck: I was trusting my own older code to work in a situation that hadn't actually been 100% tes...