Search found 21 matches

by lidgren
Fri Apr 10, 2020 9:18 pm
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10575

Re: removing lots of statics crash

This patch solves my issues completely. Awesome support again; thanks!
by lidgren
Fri Apr 10, 2020 12:23 pm
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10575

Re: removing lots of statics crash

Some more debugging reveals the problem to be that Statics.broadPhase.leaves[42] and Statics.broadPhase.leaves[53] both point to handle 49. When the first broadphase index is removed; HandleToIndex[49] gets set to -1; causing the removal of broadphase index 53 to blow up. The reason it exists twice ...
by lidgren
Thu Apr 09, 2020 10:55 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20326

Re: Character controller crossing seams

Would it be possible to create a shape that would always return a (physically inaccurate) normal of, say, upwards, regardless of point of collision? It's not a solution per se, just spitballing ideas.
by lidgren
Thu Apr 09, 2020 10:51 pm
Forum: Questions and Help
Topic: removing lots of statics crash
Replies: 5
Views: 10575

removing lots of statics crash

Hi! I have a mysterious crash that I'm unable to track down the reason for. This is the relevant part of the callstack: System.Private.CoreLib.dll!System.Diagnostics.DebugProvider.Fail(string message, string detailMessage) Line 32 BepuUtilities.dll!BepuUtilities.Memory.Buffer<BepuPhysics.Collidables...
by lidgren
Wed Apr 01, 2020 4:13 pm
Forum: Questions and Help
Topic: Character controller crossing seams
Replies: 12
Views: 20326

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: 12
Views: 20326

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: 12
Views: 20326

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 ...
by lidgren
Sat Mar 14, 2020 3:12 pm
Forum: General
Topic: Optimizations available for terrain type meshes?
Replies: 8
Views: 18098

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: 18098

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: 18098

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: 18098

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: 7
Views: 16546

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: 7
Views: 16546

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: 8338

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: 12046

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...