Search found 21 matches
- Fri Apr 10, 2020 9:18 pm
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12676
Re: removing lots of statics crash
This patch solves my issues completely. Awesome support again; thanks!
- Fri Apr 10, 2020 12:23 pm
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12676
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 ...
- Thu Apr 09, 2020 10:55 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22696
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.
- Thu Apr 09, 2020 10:51 pm
- Forum: Questions and Help
- Topic: removing lots of statics crash
- Replies: 5
- Views: 12676
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...
- Wed Apr 01, 2020 4:13 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22696
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.
- Sun Mar 29, 2020 1:18 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22696
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 ...
- Fri Mar 27, 2020 6:06 pm
- Forum: Questions and Help
- Topic: Character controller crossing seams
- Replies: 12
- Views: 22696
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 ...
- Sat Mar 14, 2020 3:12 pm
- Forum: General
- Topic: Optimizations available for terrain type meshes?
- Replies: 8
- Views: 20604
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...
- Fri Mar 13, 2020 7:52 pm
- Forum: General
- Topic: Optimizations available for terrain type meshes?
- Replies: 8
- Views: 20604
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)...
- Fri Mar 13, 2020 7:18 pm
- Forum: General
- Topic: Optimizations available for terrain type meshes?
- Replies: 8
- Views: 20604
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...
- Wed Mar 11, 2020 2:19 pm
- Forum: General
- Topic: Optimizations available for terrain type meshes?
- Replies: 8
- Views: 20604
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....
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!
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
--michael
- Mon Dec 23, 2019 11:51 pm
- Forum: Questions and Help
- Topic: V2 unity like addforce funtion
- Replies: 8
- Views: 8717
Re: V2 unity like addforce funtion
Ah, thanks for explaining! I guess I was overcomplicating the problem.
- Mon Dec 23, 2019 1:23 am
- Forum: Questions and Help
- Topic: Quaternion issue
- Replies: 5
- Views: 12250
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...