Search found 9 matches
- Tue Feb 14, 2017 2:27 am
- Forum: Questions and Help
- Topic: Abuse-Case Physics Timing
- Replies: 6
- Views: 5433
Re: Abuse-Case Physics Timing
Didn't read everything so not sure this is 100% relevant, but make sure you are using Release configuration when building BEPU as Debug slows it down A LOT (those frame times seems similar to mine when using debug with a lot of objects).
- Fri Dec 30, 2016 1:58 am
- Forum: Questions and Help
- Topic: NullReferenceException from InternalNode.TryToInsert()
- Replies: 2
- Views: 3369
Re: NullReferenceException from InternalNode.TryToInsert()
Yes, The error was caused by adding the entity from another thread. I've changed it so all entities are added on the same thread that's updating it. Thanks!
- Fri Dec 30, 2016 1:34 am
- Forum: Questions and Help
- Topic: NullReferenceException from InternalNode.TryToInsert()
- Replies: 2
- Views: 3369
NullReferenceException from InternalNode.TryToInsert()
Every so often, randomly with various objects, I get a NullReferenceException from BEPUphysics.BroadPhaseSystems.Hierarchies.InternalNode.TryToInsert(). Happens with code as simple as below: Entity Football = new Capsule(new Vector3(0, Offset, 0), 0.095f, 0.026f, 1); Football.CollisionInformation.Co...
- Wed Dec 07, 2016 1:21 am
- Forum: Questions and Help
- Topic: High execution time for update
- Replies: 6
- Views: 4982
Re: High execution time for update
I figured out what seems to be the issue, and it's that I was building the project in Debug configuration (I added the library source code directly to the project). Changing to the Release configuration brought the execution time down to the 7-8ms you were getting.
- Tue Dec 06, 2016 11:38 pm
- Forum: Questions and Help
- Topic: High execution time for update
- Replies: 6
- Views: 4982
Re: High execution time for update
Something I've noticed is that with one tank running, when it collides with another object (in this case a non-dynamic box), the execution time goes from ~0.04ms to ~0.15ms, to spikes of almost 0.3ms. And at about 300 tanks, it starts spiking dramatically. At 660 tanks,I'm at about 130ms execution t...
- Tue Dec 06, 2016 11:03 pm
- Forum: Questions and Help
- Topic: High execution time for update
- Replies: 6
- Views: 4982
Re: High execution time for update
To give a little more information about my situation, I'm running this on an i7-4970k processor, with my internet browser and an irc client running. The convex hulls only have 226 vertices. I have enabled the CHECKMATH symbol, and am not seeing any exceptions being thrown from the library. I am runn...
- Tue Dec 06, 2016 9:52 pm
- Forum: Questions and Help
- Topic: High execution time for update
- Replies: 6
- Views: 4982
High execution time for update
For some reason the space.update function is taking 500 ms to execute with the ParallelLooper, and 800-1400ms without ParallelLooper with 220 dynamic convex hulls and 40 nondynamic Boxes.
- Sat Dec 03, 2016 3:21 am
- Forum: Questions and Help
- Topic: Collision glitches
- Replies: 3
- Views: 3902
Re: Collision glitches
Thanks for pointing that out to me. I was doing both of those things, and when I set the position and orientation directly, it does show them getting thrown in the air. I have added these lines to provide a quick fix, but would like to know how this would be done properly with constraints (I can't s...
- Sat Dec 03, 2016 2:44 am
- Forum: Questions and Help
- Topic: Collision glitches
- Replies: 3
- Views: 3902
Collision glitches
So I'm using the code below to directly set the linear velocity and a angular velocity of my tank using the user input. The other tank's linear velocity and a angular velocity are being set to zero every frame (as no input is being given). float mov = Input.GetAxis("Vertical"); float rot =...