Search found 12 matches
- 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: 9288
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 ...
- 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: 9288
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 ...
- 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: 9288
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 o...
- 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: 9288
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...
- Thu Feb 16, 2017 11:40 am
- Forum: Questions and Help
- Topic: Kinematic mobile mesh vs instanced mesh
- Replies: 2
- Views: 3507
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...
- Fri Feb 10, 2017 9:46 am
- Forum: Questions and Help
- Topic: Kinematic mobile mesh vs instanced mesh
- Replies: 2
- Views: 3507
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...
- Tue Oct 18, 2016 1:49 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 202465
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...
- Wed Aug 24, 2016 7:22 pm
- Forum: Questions and Help
- Topic: Raycast against cone uses margin, other primitives do not
- Replies: 2
- Views: 3916
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.
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.
- Wed Aug 24, 2016 7:18 pm
- Forum: Questions and Help
- Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
- Replies: 5
- Views: 5868
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...
- Tue Aug 23, 2016 9:08 pm
- Forum: Questions and Help
- Topic: Raycast against cone uses margin, other primitives do not
- Replies: 2
- Views: 3916
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...
- Tue Aug 23, 2016 8:54 pm
- Forum: Questions and Help
- Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
- Replies: 5
- Views: 5868
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...
- Tue Aug 16, 2016 4:32 am
- Forum: Questions and Help
- Topic: Issues with Instanced Mesh (tiny triangles, frequent moving)
- Replies: 5
- Views: 5868
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...