Search found 8 matches

by Frooxius
Thu Feb 16, 2017 11:40 am
Forum: Questions and Help
Topic: Kinematic mobile mesh vs instanced mesh
Replies: 2
Views: 270

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: 270

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: 54
Views: 24186

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: 557

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: 1024

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: 557

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: 1024

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: 1024

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...