Search found 21 matches
- Tue Mar 13, 2018 1:06 am
 - Forum: General
 - Topic: Convert static mesh to dynamic mesh at an impact
 - Replies: 6
 - Views: 135960
 
Re: Convert static mesh to dynamic mesh at an impact
Thank you for your fast and detailed answer. Now I've got even more reasons to look forward to version 2 of your engine.
					- Sat Mar 10, 2018 6:30 pm
 - Forum: General
 - Topic: Convert static mesh to dynamic mesh at an impact
 - Replies: 6
 - Views: 135960
 
Convert static mesh to dynamic mesh at an impact
Hi, long time no see. :) I've got a question regarding the conversion of static meshes to meshes with rigidbodies. Imagine a small town where one house has a fence. For performance reasons the whole town (including the fence) is baked into one static mesh. Is it possible or even feasible (in your en...
					- Wed Jun 28, 2017 4:54 pm
 - Forum: General
 - Topic: Progress on 2.0
 - Replies: 11
 - Views: 255736
 
Re: Progress on 2.0
Thank you. 
 The time in the URL seems wrong, though. The video is just 1 hour and 24 minutes long. Did you mean 1:11:17?
					- Mon Jun 12, 2017 5:57 pm
 - Forum: General
 - Topic: Progress on 2.0
 - Replies: 11
 - Views: 255736
 
Re: Progress on 2.0
 Have you (or anyone else) seen indications that the unity toolchain can emit SIMD instructions, apart from the mono runtime's own jit intrinsics? I don't know anything about that, sorry. Regarding unity, this is pretty promising: https://twitter.com/xoofx/status/874258186597003264 Well, that's good...
					- Sat Jun 10, 2017 7:00 am
 - Forum: General
 - Topic: Progress on 2.0
 - Replies: 11
 - Views: 255736
 
Re: Progress on 2.0
That sounds really interesting! I would love it so much to replace Unity's PhysX with your engine. Keep up the good work! 
BTW: Are you working fulltime on your project? May I ask how you do this? Are you rich?
					BTW: Are you working fulltime on your project? May I ask how you do this? Are you rich?
- Fri Jun 09, 2017 4:52 pm
 - Forum: General
 - Topic: Progress on 2.0
 - Replies: 11
 - Views: 255736
 
Progress on 2.0
Hey Norbo,
are there any updates regarding version 2.0 of your engine? I'm really looking forward to your next iteration so I just have to ask.
Greetings
BrightBit
					are there any updates regarding version 2.0 of your engine? I'm really looking forward to your next iteration so I just have to ask.
Greetings
BrightBit
- Thu Feb 09, 2017 10:46 am
 - Forum: Questions and Help
 - Topic: BEPU 2.0 - int or short for collision meshes?
 - Replies: 2
 - Views: 12148
 
Re: BEPU 2.0 - int or short for collision meshes?
Sounds great! 
Side note: I just read that Unity is planning to support 32 bit index buffers in the future as well.
					Side note: I just read that Unity is planning to support 32 bit index buffers in the future as well.
- Tue Feb 07, 2017 3:58 pm
 - Forum: Questions and Help
 - Topic: BEPU 2.0 - int or short for collision meshes?
 - Replies: 2
 - Views: 12148
 
BEPU 2.0 - int or short for collision meshes?
Hello, I'm currently refactoring the code of my current Unity 3D project and added a mechanism to split up large meshes (more than 64k vertices) into smaller pieces due to Unity using unsigned shorts for their vertex indices. As far as I can see BEPU 1.0 is using ints for its collision meshes, so I ...
					- Thu Aug 11, 2016 4:10 pm
 - Forum: Questions and Help
 - Topic: Extending RayHit by TriangleIndex and BarycentricCoordinate
 - Replies: 1
 - Views: 9674
 
Extending RayHit by TriangleIndex and BarycentricCoordinate
Long time no see! :) Can I somehow motivate you to extend the RayHit struct by an index and the Barycentric Coordinate of the triangle a corresponding ray hit? :) If not, do you plan something like this for version 2.0 of your engine? I ask this because I am trying to use QueryAccelerator and FindRa...
					- Mon Jul 25, 2016 12:52 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Teleporting to avoid floating point imprecisions
 - Replies: 6
 - Views: 20339
 
Re: Teleporting objects to avoid floating point imprecisions
28? Impressive! Keep up the good work! 
					- Thu Jul 21, 2016 8:58 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Teleporting to avoid floating point imprecisions
 - Replies: 6
 - Views: 20339
 
Re: Teleporting objects to avoid floating point imprecisions
InstancedMesh? Aweseome! I'm curious when I will stumble upon a real limitation of your engine. So far I'm really impressed even by the design of BEPU Physics. May I ask how old you are? Did you develop other physics engines before? Note: If you tell me that you're just 20 years old, I might get dep...
					- Thu Jul 21, 2016 3:02 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Teleporting to avoid floating point imprecisions
 - Replies: 6
 - Views: 20339
 
Re: Teleporting objects to avoid floating point imprecisions
Ah, good to know. For entities it was quite easy to add an additional method Teleport() . What about a StaticMesh instance? Would I have to set its WorldTransform property? That in turn would trigger recalculations of the BoundingBoxes for each node in its MeshBoundingBoxTree and I guess that I can'...
					- Wed Jul 20, 2016 1:12 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Teleporting to avoid floating point imprecisions
 - Replies: 6
 - Views: 20339
 
[SOLVED] Teleporting to avoid floating point imprecisions
If I have to teleport all dynamic and static objects in BEPU Physics (to avoid floating point imprecisions), will I have to be aware of certain problems? For example does teleporting create infinite forces? Will the inner state of BEPU Physics change, e.g. will previous collisions be invalid?
					- Tue Jul 19, 2016 4:55 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
 - Replies: 9
 - Views: 21195
 
Re: Port to Unity3D - Some Issues and Questions
 Yup! Awesome! I'm really looking forward to version 2.0 and I definitely will use your engine instead of PhysX, now. :) I just have to investigate those uv and normal lookup suggestions - like bypassing the Space.RayCast and so on - a bit more. [...] but I sympathize with the developers. Making a s...
					- Tue Jul 19, 2016 3:07 pm
 - Forum: Questions and Help
 - Topic: [SOLVED] Interpolation and Vehicle Issues
 - Replies: 4
 - Views: 12712
 
Re: Interpolation and Vehicle Issues
As always: Thank you for your detailed answer! 