Search found 21 matches

by BrightBit
Tue Mar 13, 2018 1:06 am
Forum: General
Topic: Convert static mesh to dynamic mesh at an impact
Replies: 6
Views: 29070

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.
by BrightBit
Sat Mar 10, 2018 6:30 pm
Forum: General
Topic: Convert static mesh to dynamic mesh at an impact
Replies: 6
Views: 29070

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...
by BrightBit
Wed Jun 28, 2017 4:54 pm
Forum: General
Topic: Progress on 2.0
Replies: 11
Views: 80838

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?
by BrightBit
Mon Jun 12, 2017 5:57 pm
Forum: General
Topic: Progress on 2.0
Replies: 11
Views: 80838

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...
by BrightBit
Sat Jun 10, 2017 7:00 am
Forum: General
Topic: Progress on 2.0
Replies: 11
Views: 80838

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? ;)
by BrightBit
Fri Jun 09, 2017 4:52 pm
Forum: General
Topic: Progress on 2.0
Replies: 11
Views: 80838

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
by 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: 4714

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.
by BrightBit
Tue Feb 07, 2017 3:58 pm
Forum: Questions and Help
Topic: BEPU 2.0 - int or short for collision meshes?
Replies: 2
Views: 4714

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 ...
by BrightBit
Thu Aug 11, 2016 4:10 pm
Forum: Questions and Help
Topic: Extending RayHit by TriangleIndex and BarycentricCoordinate
Replies: 1
Views: 4056

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...
by BrightBit
Mon Jul 25, 2016 12:52 pm
Forum: Questions and Help
Topic: [SOLVED] Teleporting to avoid floating point imprecisions
Replies: 6
Views: 8218

Re: Teleporting objects to avoid floating point imprecisions

28? Impressive! Keep up the good work! :)
by BrightBit
Thu Jul 21, 2016 8:58 pm
Forum: Questions and Help
Topic: [SOLVED] Teleporting to avoid floating point imprecisions
Replies: 6
Views: 8218

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...
by BrightBit
Thu Jul 21, 2016 3:02 pm
Forum: Questions and Help
Topic: [SOLVED] Teleporting to avoid floating point imprecisions
Replies: 6
Views: 8218

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'...
by BrightBit
Wed Jul 20, 2016 1:12 pm
Forum: Questions and Help
Topic: [SOLVED] Teleporting to avoid floating point imprecisions
Replies: 6
Views: 8218

[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?
by BrightBit
Tue Jul 19, 2016 4:55 pm
Forum: Questions and Help
Topic: [SOLVED] Port to Unity3D - Some Issues and Questions
Replies: 9
Views: 11321

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...
by BrightBit
Tue Jul 19, 2016 3:07 pm
Forum: Questions and Help
Topic: [SOLVED] Interpolation and Vehicle Issues
Replies: 4
Views: 5947

Re: Interpolation and Vehicle Issues

As always: Thank you for your detailed answer! :)