Search found 17 matches

by lidgren
Wed Apr 01, 2020 4:13 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 10
Views: 349

Re: Character controller crossing seams

For posterity; I didn't solve the problem; but increasing the radius of the capsule to the same as the demo (0.5) instead of what I previously used (0.15) helped a great deal; and only a handful of frames or less are unsupported.
by lidgren
Sun Mar 29, 2020 1:18 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 10
Views: 349

Re: Character controller crossing seams

Thanks! I tried the patch and continuous detection; and altho it feels slightly better, it's still noticable; and empirically there still seems to be about the same amount of unsupported frames (5-10 at 60hz) when crossing a seam. It'll do for now and I might look into merging the floor cubes later ...
by lidgren
Fri Mar 27, 2020 6:06 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 10
Views: 349

Character controller crossing seams

Hi! I'm using the character controller from the demos and I've ran into a problem... I've added physics for my environment in a gridlike fashion; and when running around on a "grid cell" (which is a static box shape) it's all fine; but when crossing the line into a new cell, which has the same floor...
by lidgren
Sat Mar 14, 2020 3:12 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 2956

Re: Optimizations available for terrain type meshes?

Awesome! Integrated this and load time are now improved from the initial 5 seconds wall, via 1 second using 4 threads, to 50 milliseconds wall by using 4 threads and pipeline precomputed mesh shapes :-) A slight downside is the disk content for the terrain went from 2mb to 80mb; but this is absolute...
by lidgren
Fri Mar 13, 2020 7:52 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 2956

Re: Optimizations available for terrain type meshes?

Creating a new pool for each terrain patch (currently 256 patches) results in a near linear speedup over number of cores; but the memory usage is almost doubled. Creating just 4 pools, acquiring/releasing/blocking gives a 4x speedup (actually a little more; I have some overhead other than Mesh ctor)...
by lidgren
Fri Mar 13, 2020 7:18 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 2956

Re: Optimizations available for terrain type meshes?

Yes, going wide was my first thought; but BepuPhysics.Collidables.Mesh constructor was the bulk of the work and it did not seem to appreciate being run concurrently (since the Pool is not thread safe, I presume). Building the shape offline, in the pipeline step, would be the best - but I'm uncertain...
by lidgren
Wed Mar 11, 2020 2:19 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 2956

Re: Optimizations available for terrain type meshes?

Your assessment matches my findings exactly. Construction is slow, 5 seconds in my case, and memory usage is high (~300mb) but performance is still very good afaict. If there's feature voting somewhere a terrain primitive have my vote; perhaps it could be more stable/robust than a mesh as well? (Ie....
by lidgren
Wed Mar 11, 2020 2:11 pm
Forum: General
Topic: Pools
Replies: 2
Views: 2182

Re: Pools

Makes sense; I will stick to one pool until perhaps I start looking into unloading distinct parts of the world; maybe then creating spatially oriented pools to put terrain physics data into for example. Thanks for the explanation!
by lidgren
Fri Feb 28, 2020 3:12 pm
Forum: General
Topic: Pools
Replies: 2
Views: 2182

Pools

Is there any documentation or guidelines on how to use pools? I've just been stuffing shapes etc into the same pool I created the simulation with. Is this fine/recommended/frownedupon/madness?

--michael
by lidgren
Mon Dec 23, 2019 11:51 pm
Forum: Questions and Help
Topic: V2 unity like addforce funtion
Replies: 8
Views: 2161

Re: V2 unity like addforce funtion

Ah, thanks for explaining! I guess I was overcomplicating the problem.
by lidgren
Mon Dec 23, 2019 1:23 am
Forum: Questions and Help
Topic: Quaternion issue
Replies: 5
Views: 6701

Re: Quaternion issue

Slightly related; what are the reason System.Numerics quaternion isn't used? It's a only a slight nuisance having to convert every time but still...
by lidgren
Mon Dec 23, 2019 1:08 am
Forum: Questions and Help
Topic: V2 unity like addforce funtion
Replies: 8
Views: 2161

Re: V2 unity like addforce funtion

What is the "correct" way to do these things? I've been using OneBodyLinearMotor to apply constant force; but for instant impulses it's a bit cumbersome (add, step, remove). Also; I'm a bit curious how the OneBodyLinearMotor actually works... it applies how much force, in what direction? Will Target...
by lidgren
Mon Jun 17, 2019 12:26 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 6042

Re: Velocity damping

Works like a charm, thanks! General question - is it fair to say that a motor is something that a motor is something that applies force over time until a velocity is reached; and a servo is something that applies force until an absolute value (position/orientation) is reached?
by lidgren
Sat Jun 15, 2019 2:20 pm
Forum: Questions and Help
Topic: Velocity damping
Replies: 5
Views: 6042

Velocity damping

Hi! I'm trying to add a (very heavy) velocity damping to a constrained object; basically it's a door on a hinge and I don't want it to be so well oiled. I guess it could be achieved by adding and every frame calculate values for a OneBodyLinearMotor; but that seems like a roundabout way to do it. I ...
by lidgren
Wed May 29, 2019 7:47 am
Forum: Questions and Help
Topic: Release only crash
Replies: 8
Views: 6296

Re: Release only crash

Woot! I can confirm that the change in the commit you mentioned fixes the crash in my application as well. 5/5 - top notch support; would post again! :D