Search found 12 matches

by Frooxius
Fri Dec 28, 2018 10:50 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 1112

Re: Using character controller in v1 to be easily upgradeable to v2

Oh that's awesome! I was a little bit afraid of the performance with instanced meshes because I found that the convex sweeps against them can be really expensive, but this gives me a lot more confidence with it, as well as your plans for v2. I've started integrating it with my project and got basic ...
by Frooxius
Fri Dec 28, 2018 3:45 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 1112

Re: Using character controller in v1 to be easily upgradeable to v2

Wow, thanks for the really detailed answer, you're awesome! :D This helps me a lot, I am going to be happy with just 1) and 2). I really don't want instant upstepping and downstepping anyway, since it's mainly for VR, so everything should be smooth. The stance change would probably need to be based ...
by Frooxius
Wed Dec 26, 2018 6:59 pm
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 1112

Re: Using character controller in v1 to be easily upgradeable to v2

Thanks for the informative reply! I don't need too complex of a functionality right now, I don't mind starting with something simple and swapping it out later or rewriting for a better solution. What exactly is the "capsule on a stick"? Is that using a custom velocity simulation (outside of the phys...
by Frooxius
Mon Dec 17, 2018 9:30 am
Forum: Questions and Help
Topic: Using character controller in v1 to be easily upgradeable to v2
Replies: 8
Views: 1112

Using character controller in v1 to be easily upgradeable to v2

Hello! I am currently using BEPUPhysics v1 in my project (it's one of the most awesome C# projects that I know!) and I'm working on an integration of the character controller. I have been looking at the changes in the v2 and noticed that it doesn't have one, because of some of the issues with the ol...
by Frooxius
Thu Feb 16, 2017 11:40 am
Forum: Questions and Help
Topic: Kinematic mobile mesh vs instanced mesh
Replies: 2
Views: 825

Re: Kinematic mobile mesh vs instanced mesh

Thank you very much, this helps me understand it a lot better. I was wondering if there was any kind of event which triggered the recalculation before, but couldn't find it. What I ended up doing for now is making the IsActive flag assignable for InstancedMesh and I set it to true anytime the entity...
by Frooxius
Fri Feb 10, 2017 9:46 am
Forum: Questions and Help
Topic: Kinematic mobile mesh vs instanced mesh
Replies: 2
Views: 825

Kinematic mobile mesh vs instanced mesh

Hello! I have another question. I have a scenario where I'm using a simple entity (like a box or sphere) as a trigger for detecting other objects that enter it (firing a collision event). All of them are kinematic, there's no dynamics involved in this. This works fine when I move another simple enti...
by Frooxius
Tue Oct 18, 2016 1:49 pm
Forum: General
Topic: Games using bepu
Replies: 56
Views: 30159

Re: Games using bepu

Hello! I thought I'd share my project as well since I recently made its development public! :D It's still in heavy development and doesn't even fully utilize BEPUPhysics yet, but it's been already crucial to its function, since it wouldn't be possible to interact with the environment without a physi...
by Frooxius
Wed Aug 24, 2016 7:22 pm
Forum: Questions and Help
Topic: Raycast against cone uses margin, other primitives do not
Replies: 2
Views: 937

Re: Raycast against cone uses margin, other primitives do no

Thanks for the detailed explanation!

I see. I was worried that setting the collision margin to 0 would cause problems in other bits, but if they aren't significant, I'll just do that.
by Frooxius
Wed Aug 24, 2016 7:18 pm
Forum: Questions and Help
Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
Replies: 5
Views: 1550

Re: Issues with Instanced Mesh (tiny triangles, frequent mov

Thank you very much for the explanation again! In the zero-length case, you may be able to get significant performance improvements by using a query sphere instead of a convex cast. A sphere collision query will use the much faster sphere-triangle tests at the lowest level, rather than the general p...
by Frooxius
Tue Aug 23, 2016 9:08 pm
Forum: Questions and Help
Topic: Raycast against cone uses margin, other primitives do not
Replies: 2
Views: 937

Raycast against cone uses margin, other primitives do not

Hello, it's me again! I've encountered another relatively minor issue. I noticed that all raycasts against a Cone seem to hit above its surface, while for all the other primitives its hits right at the surface. When I went through the code, I noticed that ConeShape is the only one which doesn't have...
by Frooxius
Tue Aug 23, 2016 8:54 pm
Forum: Questions and Help
Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
Replies: 5
Views: 1550

Re: Issues with Instanced Mesh (tiny triangles, frequent mov

Thank you very much for the detailed reply, this helps me understand the engine a lot better. 1) Make your own boolean-only version of the convex cast. It would be almost identical to the existing one, but instead of using MPRToolbox.Sweep, it would use MPRToolbox.AreSweptShapesIntersecting. The reg...
by Frooxius
Tue Aug 16, 2016 4:32 am
Forum: Questions and Help
Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
Replies: 5
Views: 1550

Issues with Instanced Mesh (tiny triangles, frequent moving)

Hello! First of all, thanks for creating BEPU Physics, I love it. Having a well designed, performant physics engine in pure C# is a godsend (saves the pain of updating wrappers for a native one and recompiling for each target platform for starters, plus it's fun to play with! :D I'll be throwing som...