Search found 101 matches

by imtrobin
Thu Jun 17, 2010 5:13 pm
Forum: Questions and Help
Topic: Raycast in reverse
Replies: 4
Views: 3492

Re: Raycast in reverse

I think it's my collision proxy, it has a additional plane at Y = 0 that got exported. Sorry for the false alarm.
by imtrobin
Thu Jun 17, 2010 5:36 am
Forum: Questions and Help
Topic: Raycast in reverse
Replies: 4
Views: 3492

Re: Raycast in reverse

Yes, my terrain is above 0
by imtrobin
Wed Jun 16, 2010 4:12 pm
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Re: Terrain or static triangle

Heightmap would be more work for me. Now currently using a triangle meshes for terrain because the phone has limitation on terrain vertices
by imtrobin
Wed Jun 16, 2010 3:30 pm
Forum: Questions and Help
Topic: Raycast in reverse
Replies: 4
Views: 3492

Raycast in reverse

I have a statictrianglegroup, I'm using it as a terrain and I'm doing raycast to get terrain height. So, I'm doing it from downwards triangleStaticGroup.RayCast (new Vector3 (1000, -1, 1000), Vector.UnitY, 10000.0f ..) instead of the usual top down. triangleStaticGroup.RayCast (new Vector3 (1000, 10...
by imtrobin
Wed Jun 16, 2010 3:19 pm
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Re: Terrain or static triangle

It's a rts sort of. I have used the heightmap fine on xbox360, there were some issues but were fixed in 0.10 (I think). Now porting to wp7 phone, which is much lower spec, so even more aggressive optimization needed.
by imtrobin
Wed Jun 16, 2010 2:40 pm
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Re: Terrain or static triangle

Thanks for sharing.

Inserting dynamically is not an option for me because the whole map is actively using it.

10 - 20 triangles in cloes proximity means?
by imtrobin
Wed Jun 16, 2010 10:07 am
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Terrain or static triangle

Hi, I like to ask if there is a performance difference for using Terrain or static triangle? Currently I'm using triangle mesh for terrain directly instead of heightmap, so I like to ask if there is a disadvantage of using static triangle. Terrain size is 10km, around 20K vertices, on a very low end...
by imtrobin
Fri Sep 25, 2009 11:40 am
Forum: Questions and Help
Topic: Terrain collisionrules group null in event.
Replies: 4
Views: 4295

Re: Terrain collisionrules group null in event.

Ahh. I got the reason. I wasn't testing the Entity.collisionRule directly but the Entity.tag collisionRule. For the terrain, the tag is tied to a dummy Entity that has noPair.

My bad, apologies.
by imtrobin
Fri Sep 25, 2009 2:42 am
Forum: Questions and Help
Topic: Terrain collisionrules group null in event.
Replies: 4
Views: 4295

Re: Terrain collisionrules group null in event.

EventHandlerInitialCollisionDetected

I was just reading it's Entity.collisionRules.group to compare.

I setup the Terrain with a collisionRule group

Terrain terrain_;
terrain_.collisionRules.group = collisionGroup; //this s a new CollisionGroup I pass in, non null)
Space.add (terrain_);
by imtrobin
Thu Sep 24, 2009 3:10 pm
Forum: Questions and Help
Topic: Terrain collisionrules group null in event.
Replies: 4
Views: 4295

Terrain collisionrules group null in event.

Reporting a bug,

I set the terrain collisionrules.group to a specific collisiongroup. In the event collision callback, the other.Entity.collisionRules.group (this is the terrain) is null.
by imtrobin
Fri Aug 07, 2009 11:57 am
Forum: Questions and Help
Topic: CCD Lag
Replies: 9
Views: 6589

Re: CCD Lag

I have calculated and set the Entity.LinerVelocity when I set the Entity.worldTransform for the kinematic Entity, it still happens. The bullets and missiles go slo motion and won't hit as the chopper is slowly moving away. In the video, you can see the missile is paused. The bullet and missile has t...
by imtrobin
Fri Aug 07, 2009 10:26 am
Forum: Questions and Help
Topic: CCD Lag
Replies: 9
Views: 6589

Re: CCD Lag

I have a video of the bullets, as you can see the bullets collision lag

http://envisagereality.com/downloads/te ... bullet.avi
by imtrobin
Thu Aug 06, 2009 5:51 pm
Forum: Questions and Help
Topic: Tweaking applyImpulse
Replies: 14
Views: 9412

Re: Tweaking applyImpulse

i had to set the gravity to -200 for it look like a toy car.
by imtrobin
Thu Aug 06, 2009 2:21 am
Forum: Questions and Help
Topic: Tweaking applyImpulse
Replies: 14
Views: 9412

Re: Tweaking applyImpulse

I understand but surely we can make it behave like a toy car by adjusting the forces and torque, no?
by imtrobin
Wed Aug 05, 2009 6:45 pm
Forum: Questions and Help
Topic: Tweaking applyImpulse
Replies: 14
Views: 9412

Re: Tweaking applyImpulse

The tank just flies lower but the speed of falling looks not much different. I search for .gravity, there's only one place the sets it.