Search found 101 matches
- Thu Jun 17, 2010 5:13 pm
- Forum: Questions and Help
- Topic: Raycast in reverse
- Replies: 4
- Views: 3493
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.
- Thu Jun 17, 2010 5:36 am
- Forum: Questions and Help
- Topic: Raycast in reverse
- Replies: 4
- Views: 3493
Re: Raycast in reverse
Yes, my terrain is above 0
- Wed Jun 16, 2010 4:12 pm
- Forum: Questions and Help
- Topic: Terrain or static triangle
- Replies: 7
- Views: 5057
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
- Wed Jun 16, 2010 3:30 pm
- Forum: Questions and Help
- Topic: Raycast in reverse
- Replies: 4
- Views: 3493
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...
- Wed Jun 16, 2010 3:19 pm
- Forum: Questions and Help
- Topic: Terrain or static triangle
- Replies: 7
- Views: 5057
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.
- Wed Jun 16, 2010 2:40 pm
- Forum: Questions and Help
- Topic: Terrain or static triangle
- Replies: 7
- Views: 5057
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?
Inserting dynamically is not an option for me because the whole map is actively using it.
10 - 20 triangles in cloes proximity means?
- Wed Jun 16, 2010 10:07 am
- Forum: Questions and Help
- Topic: Terrain or static triangle
- Replies: 7
- Views: 5057
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...
- Fri Sep 25, 2009 11:40 am
- Forum: Questions and Help
- Topic: Terrain collisionrules group null in event.
- Replies: 4
- Views: 4297
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.
My bad, apologies.
- Fri Sep 25, 2009 2:42 am
- Forum: Questions and Help
- Topic: Terrain collisionrules group null in event.
- Replies: 4
- Views: 4297
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_);
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_);
- Thu Sep 24, 2009 3:10 pm
- Forum: Questions and Help
- Topic: Terrain collisionrules group null in event.
- Replies: 4
- Views: 4297
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.
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.
- Fri Aug 07, 2009 11:57 am
- Forum: Questions and Help
- Topic: CCD Lag
- Replies: 9
- Views: 6593
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...
- Fri Aug 07, 2009 10:26 am
- Forum: Questions and Help
- Topic: CCD Lag
- Replies: 9
- Views: 6593
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
http://envisagereality.com/downloads/te ... bullet.avi
- Thu Aug 06, 2009 5:51 pm
- Forum: Questions and Help
- Topic: Tweaking applyImpulse
- Replies: 14
- Views: 9417
Re: Tweaking applyImpulse
i had to set the gravity to -200 for it look like a toy car.
- Thu Aug 06, 2009 2:21 am
- Forum: Questions and Help
- Topic: Tweaking applyImpulse
- Replies: 14
- Views: 9417
Re: Tweaking applyImpulse
I understand but surely we can make it behave like a toy car by adjusting the forces and torque, no?
- Wed Aug 05, 2009 6:45 pm
- Forum: Questions and Help
- Topic: Tweaking applyImpulse
- Replies: 14
- Views: 9417
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.