Search found 55 matches

by tomweiland
Thu Sep 26, 2019 2:38 am
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 591

Re: Bepu v2 vs PhysX

2) Given that unity is running a different (older) runtime, it may be using floating point operations with different behavior. It may emit instructions that end up using 80 bit precision internally before rounding back down to 32 bits, while RyuJIT on the serverside is running SIMD operations at 32...
by tomweiland
Tue Sep 24, 2019 1:07 am
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 591

Re: Bepu v2 vs PhysX

Damping and such would be annoying to deal with. But you could implement a very simple projectile integrator of your own that exactly mirrors your IPoseIntegratorCallback integration. I'm using this now (timestep = 0.03333): transform.position += velocity * timestep; velocity = velocity + Physics.g...
by tomweiland
Sat Sep 21, 2019 6:16 pm
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 591

Re: Bepu v2 vs PhysX

I actually had the bright idea of disabling the terrain, water, and shadows, which allowed me to reach ~45 fps, so Maximum Allowed Timestep should no longer be part of the equation. Here's an in-editor screenshot of the 2 trajectories: https://imgur.com/tgkFQGm I simply put a sphere gizmo at each po...
by tomweiland
Sat Sep 21, 2019 5:37 pm
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 591

Re: Bepu v2 vs PhysX

Sorry it took so long to respond, my computer's power supply died the other day :( Is it definitely only height being lost faster, or is it possibly also moving faster? There could be a difference in the frequency of timesteps (in real time). Well I've set Unity's Fixed Timestep to 0.03333, and I us...
by tomweiland
Thu Sep 12, 2019 4:18 am
Forum: Questions and Help
Topic: Bepu v2 vs PhysX
Replies: 7
Views: 591

Bepu v2 vs PhysX

So I've got Bepu v2 running on my server, and I'm using Unity to render the clients. In an effort to reduce the amount of packets I'm sending, I decided not to send regular positional updates for cannonballs. Instead, I simply send over the position where they're spawned and their starting velocity....
by tomweiland
Thu Sep 12, 2019 3:56 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 41169

Re: Games using bepu

Thanks!

The fact that you found my post on Reddit is pretty cool—I guess what they say about it being a small world is true :P
by tomweiland
Wed Sep 11, 2019 11:59 pm
Forum: Questions and Help
Topic: Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"
Replies: 4
Views: 286

Re: Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"

The only references to BufferPool that I created are these: public BufferPool bufferPool { get; private set; } bufferPool = new BufferPool(); The rest of the references are all in classes (IntersectionAlgorithm and CharacterControllers) which I copied directly from the demos. I actually managed to f...
by tomweiland
Wed Sep 11, 2019 9:03 pm
Forum: Questions and Help
Topic: Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"
Replies: 4
Views: 286

Re: Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"

Could be one of the thread-specific BufferPools used by the IThreadDispatcher implementation. The IThreadDispatcher is not 'owned' by the simulation, so it has to be disposed separately. Is there anything I can do to prevent it? Or at least narrow down the cause? Do I need to dispose the thread dis...
by tomweiland
Wed Sep 11, 2019 8:31 pm
Forum: Questions and Help
Topic: Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"
Replies: 4
Views: 286

Error: "Memory leak warning! Don't let buffer pool die without unpinning it!"

I'm getting an error when shutting down my server: Memory leak warning! Don't let buffer pool die without unpinning it! I'm using this to stop everything physics-related, but it doesn't seem to be doing the trick (got it from the SimpleSelfContainedDemo): Globals.physics.simulation.Dispose(); Global...
by tomweiland
Wed Sep 11, 2019 4:02 pm
Forum: Questions and Help
Topic: Bepu v2 Collision Detection
Replies: 1
Views: 350

Bepu v2 Collision Detection

I have a sphere collider acting as a cannonball and I want it to explode whenever it hits something. I don't need to know the force of the impact, just when and where it occurred in the simulation so I can get particles/sounds going. I also need to know if the object it collided with was a ship (whi...
by tomweiland
Wed Sep 11, 2019 3:32 pm
Forum: General
Topic: Games using bepu
Replies: 61
Views: 41169

Re: Games using bepu

Just saw this thread, had no idea it existed :) Here's what I've been working on: It's an open world pirate game, although it's such a large project that I may not be able to finish it (I'm mostly working on it for the learning experience). I've written several blog posts about the development proce...
by tomweiland
Thu Jun 27, 2019 3:49 pm
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 4240

Re: Bepu 2 mesh shape causes crash!

A little update: I started working on terrain generation a few days ago, so I had to come back to using meshes. This time, I decided to construct the mesh programmatically, directly on the server (instead of extracting vertices/indices from Unity) and it works great. That makes me think that maybe t...
by tomweiland
Wed Jun 26, 2019 1:50 am
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 18918

Re: Bepu v2 Character Controllers

Since my compound isn't entirely symmetrical, the center of mass is slightly offset, which makes positioning the ladder in the middle a bit of a pain (especially since I'll have to adjust it every time I modify the compound). Is there any way to pass a shape with a mass of 0 to CompoundBuilder.Add()...
by tomweiland
Tue Jun 25, 2019 11:44 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 18918

Re: Bepu v2 Character Controllers

If you're concerned only with attaching constraints to the child, then it's equivalent to attaching to the parent compound since the child is associated with the same body. It would just require taking into account the child's relative location. That's what I had in mind, and I suspected this would...
by tomweiland
Mon Jun 24, 2019 11:38 pm
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 84
Views: 18918

Re: Bepu v2 Character Controllers

How about downwards movement? :P https://github.com/bepu/bepuphysics2/commit/1f2bc4583df038b2805825d24ced659f97fa26d1 Yep, it's working now! I should be able to take it from here, but I have one more question. Is it possible to use a specific piece of a compound body as the "ladder" collider? I'd n...