My first game for android using bepu
https://play.google.com/store/apps/deta ... .BusyBalls
Thank you Norbo! Bepu is really a great piece of software.
Search found 5 matches
- Thu Aug 23, 2018 10:23 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 221434
- Mon Aug 20, 2018 10:55 am
- Forum: Questions and Help
- Topic: [V1] Atomic operations?
- Replies: 1
- Views: 3010
[V1] Atomic operations?
Hi there again :D I have some doubts about body management in space. I mean I have a simulation working in a separate thread. In the main thread I can add bodies in space or remove them via space's SpaceObjectBuffer. But what if I want to do some atomic operation? I want to add/remove several bodies...
- Tue Aug 14, 2018 7:37 am
- Forum: Questions and Help
- Topic: [V1] Performance issue
- Replies: 4
- Views: 4748
Re: [V1] Performance issue
After some experiments I can see that problem is definitely about JIT. Thank you.
- Mon Aug 13, 2018 11:55 am
- Forum: Questions and Help
- Topic: [V1] Performance issue
- Replies: 4
- Views: 4748
Re: [V1] Performance issue
I could reproduce it with demo app. Just take CompoundBodiesDemo and replace constructor code with this one: var flat = new Box(Vector3.Zero, 1, 0.03f, 1); flat.Mass = 1; List<CompoundShapeEntry> shapes = new List<CompoundShapeEntry>(); shapes.Add(new CompoundShapeEntry(flat.CollisionInformation.Sha...
- Sun Aug 12, 2018 5:17 pm
- Forum: Questions and Help
- Topic: [V1] Performance issue
- Replies: 4
- Views: 4748
[V1] Performance issue
Hi there! I have a dynamic CompoundBody constructed from several boxes. Then I'm adding in the space another dynamic body (box or sphere). After that the next space update takes around a second! And then simulation runs smothly. No matter how many another dynamic bodies will be added. I did not dive...