Search found 5 matches
- Fri Jun 05, 2020 10:23 am
- Forum: Questions and Help
- Topic: Custom prediction of collision resolution
- Replies: 1
- Views: 9727
Custom prediction of collision resolution
Hello, I am trying to show the prediction of a collision between 2 spheres (I need to know the velocity of both spheres after the collision). The issue I am having is that with the tests that I did I only got something similar to an elastic collision, but that's not what Bepu does and not what I am ...
- Thu May 07, 2020 9:06 am
- Forum: Questions and Help
- Topic: Bepuint and solver discrepancies
- Replies: 3
- Views: 12359
Re: Bepuint and solver discrepancies
Hello Norbo! Just so you know, we kind of found the source of our missmatches. It had to do with the CollisionResponseSettings.Softness value. Apparently, it was applying some modifiers to our linear velocities in a way that was inconsistent (most probably related to the TimeStep calls, but not sure...
- Wed Apr 15, 2020 5:13 pm
- Forum: Questions and Help
- Topic: Bepuint and solver discrepancies
- Replies: 3
- Views: 12359
Bepuint and solver discrepancies
Hello! This is a question not really related to BEPU v1 in its standard form, but the Fixedmath version found in: https://github.com/sam-vdp/bepuphysics1int Its a bit unfair to ask this here, but there's no other place to, so let me try. We are developing a multiplayer game in which we simulate in 2...
- Wed Apr 15, 2020 5:05 pm
- Forum: Questions and Help
- Topic: Bepu v1 stationary space
- Replies: 2
- Views: 10503
Re: Bepu v1 stationary space
Thanks a lot!
Just for the record, the ActivityInformation.isActive wasn't working and we switched to examining the velocities solution.
Just for the record, the ActivityInformation.isActive wasn't working and we switched to examining the velocities solution.
- Fri Mar 20, 2020 4:08 pm
- Forum: Questions and Help
- Topic: Bepu v1 stationary space
- Replies: 2
- Views: 10503
Bepu v1 stationary space
Hello! I have been trying to know how to know when the physics simulation is stationary after a collision happened, meaning when all positions and rotations, etc, are stable. So far, I haven't found a way to achieve that. Any tips on this regard? Where can I start looking? Is this not possible with ...