Search found 7 matches

by jnoyola
Thu Jul 09, 2020 1:34 am
Forum: General
Topic: Pools
Replies: 7
Views: 16545

Re: Pools

using a collection of pools does not necessarily imply locking and contention provided that every worker has a guarantee it's the only one touching a pool Good point. Updated to note that. but if you find it easy and convenient to reuse a BufferPool without clearing it and you have the memory avail...
by jnoyola
Thu Jul 09, 2020 12:50 am
Forum: General
Topic: Pools
Replies: 7
Views: 16545

Re: Pools

Thanks! I'll have to take more time to think this through, but I guess the takeaways I'm getting are Ignore Pinned. Don't mess with the constructor default params unless you know what you're doing. Taking and Returning from the same pool over a long period is fine, as long as you don't let it get GC...
by jnoyola
Wed Jul 08, 2020 6:15 pm
Forum: General
Topic: Pools
Replies: 7
Views: 16545

Re: Pools

Along these same lines, and related to the discussion here , I have questions about the pros and cons of these options: 1. Using a single static pool (or even a static collection of locked pools for multithreading) Reasoning: Being pools of memory, this is a system resource that you want tied to you...
by jnoyola
Thu Jul 02, 2020 10:13 pm
Forum: Questions and Help
Topic: [v2] Friction blending with static objects
Replies: 7
Views: 12027

Re: [v2] Friction blending with static objects

Although on second thought, getting an object's position will require diving into BEPU properties anyway, so maybe my PhysicsComponent will simply be the CollidableReference with some helpers for GetBodyReference and getting CollidableProperty.
by jnoyola
Thu Jul 02, 2020 2:19 am
Forum: Questions and Help
Topic: [v2] Friction blending with static objects
Replies: 7
Views: 12027

Re: [v2] Friction blending with static objects

I would appreciate it :D but I suppose it's easy enough to copy that one class into my project. This is kind of breaking out of the point of this thread, but in my game I have an ECS where entities have a PhysicsComponent that contains a BodyHandle or StaticHandle. I think want the remainder of my p...
by jnoyola
Wed Jul 01, 2020 9:00 pm
Forum: Questions and Help
Topic: [v2] Friction blending with static objects
Replies: 7
Views: 12027

Re: [v2] Friction blending with static objects

Awesome! Thanks for the super fast turnaround.
Follow up: how often do you publish a new nuget version? :P
by jnoyola
Wed Jul 01, 2020 7:55 pm
Forum: Questions and Help
Topic: [v2] Friction blending with static objects
Replies: 7
Views: 12027

[v2] Friction blending with static objects

All the demos seem to ignore friction of static objects . In ConfigureContactManifold , they always take the friction of A and then average it with the friction of B if B is not static. Is there a reason for this? Are you allowed to allocate BodyProperties for a static handle? And if not, what's a g...