Search found 4546 matches
- Sun Oct 25, 2020 8:14 pm
- Forum: Questions and Help
- Topic: [V1 to v2]Friction and bounciness
- Replies: 6
- Views: 30948
- Tue Sep 29, 2020 4:55 pm
- Forum: Questions and Help
- Topic: Triangle collision
- Replies: 1
- Views: 12788
Re: Triangle collision
Just the obvious one- create two triangles with the same vertices, but opposite winding.
- Wed Sep 23, 2020 4:39 pm
- Forum: Questions and Help
- Topic: Bowl simulation?
- Replies: 6
- Views: 17854
Re: Bowl simulation?
This shouldn't be related to the use of a Mesh. While using PositionLastTimestepper, I'd only expect things to push through a collision if 1) the impulse is extremely high, and/or 2) collision stiffness is low, and/or 3) the object has a speculative margin that is too small relative to its velocity ...
- Sun Sep 20, 2020 11:15 pm
- Forum: Questions and Help
- Topic: Bowl simulation?
- Replies: 6
- Views: 17854
Re: Bowl simulation?
1. Not super familiar with Mesh creation yet. Does this entail specifying the individual triangles (as 3 Vector3's each maybe) that would create the bowl? And is just the full set of triangles enough, or is there any further logic to "stitch" adjacent triangles together? Just a list of Tr...
- Sun Sep 20, 2020 10:37 pm
- Forum: Questions and Help
- Topic: Bowl simulation?
- Replies: 6
- Views: 17854
Re: Bowl simulation?
If the bowl is static or kinematic, a mesh could be used to approximate the shape. If it's dynamic, using a mesh would be iffy since if there are any other meshes it might collide with, you'd run into the usual 'triangles are infinitely thin, and two infinitely thin things don't tend to rest on each...
- Sun Aug 23, 2020 1:36 am
- Forum: Questions and Help
- Topic: Raycasting hit point
- Replies: 4
- Views: 16140
- Sat Aug 22, 2020 11:26 pm
- Forum: Questions and Help
- Topic: Raycasting hit point
- Replies: 4
- Views: 16140
Re: Raycasting hit point
1. I see how the IHitHandler interface will provide the Collidable that was hit, but I don't see the actual Vector3 point of the hit. Is that available? IRayHitHandler.OnRayHit provides a 't' value which is how far along the ray the hit was. So, rayHitLocation = ray.Origin + ray.Direction * t. (It'...
- Sat Aug 22, 2020 6:04 pm
- Forum: Questions and Help
- Topic: Make a billiards game
- Replies: 11
- Views: 25153
Re: Make a billiards game
To ensure determinism, all interactions with the engine should be done in exactly the same order. Entity lists being in different orders can be enough to introduce nondeterminism. Assume everything has to be bitwise identical at each step of any process. This is a result of order-dependent processes...
- Sun Aug 16, 2020 5:50 pm
- Forum: Questions and Help
- Topic: Make a billiards game
- Replies: 11
- Views: 25153
Re: Make a billiards game
If the location is offset from the center of mass, the impulse will introduce spin, and friction with the table will then turn that into linear momentum. Unless the spin was perfectly aligned, it would result in divergence from the direction. To accurately predict the physics simulation, you could r...
- Sat Aug 01, 2020 12:07 am
- Forum: Questions and Help
- Topic: allow an entity to pass thru a hole in a box
- Replies: 2
- Views: 13041
Re: allow an entity to pass thru a hole in a box
Probably easiest to just make a compound of multiple simple convex shapes with a hole in it. Trying to dynamically adjust collision rules in response to contact events to dynamically make a hole in an existing convex object pretty much won't work. The CompoundBodiesDemo shows how to create compounds...
- Fri Jul 31, 2020 5:53 pm
- Forum: Questions and Help
- Topic: Make a billiards game
- Replies: 11
- Views: 25153
Re: Make a billiards game
Looks like it's working as expected given the friction, inertia, and damping. The ball bounces away from the wall, but is still spinning. The ball's angular momentum is turned into linear momentum by friction with the table surface. You may want to scale down the inertia tensor. There's a InertiaHel...
- Thu Jul 30, 2020 5:30 pm
- Forum: Questions and Help
- Topic: Make a billiards game
- Replies: 11
- Views: 25153
Re: Make a billiards game
Actually, I need more bounciness for my balls. Currently, I see the balls move like backward after bouncing against the table cushions. If a ball's velocity is low, it even sticks to the cushions although the ball and cushions bounciness is all set to 1. Can I set the balls up to move naturally? No...
- Wed Jul 29, 2020 6:10 pm
- Forum: Questions and Help
- Topic: Make a billiards game
- Replies: 11
- Views: 25153
Re: Make a billiards game
BouncinessVelocityThreshold should be nonzero. A threshold that is too low can introduce excessive tiny bounces, especially when the bounces become too small to properly represent for the time step duration (imagine something that would bounce 120 times a second in reality- a time step duration of 1...
- Wed Jul 15, 2020 7:32 pm
- Forum: Questions and Help
- Topic: Applying force on dynamics with statics
- Replies: 3
- Views: 14555
Re: Applying force on dynamics with statics
Two approaches: 1) If you want a contact constraint to still be generated for the collision, you can let it be created and then examine contacts after the fact. The SolverContactEnumerationDemo shows how to pull raw contact constraint information out of the solver. Pretty low level since it interact...
- Wed Jul 15, 2020 5:53 pm
- Forum: Questions and Help
- Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
- Replies: 6
- Views: 19073
Re: [Nuget] Include Bepu1 and Bepu2 in one Project
A strongnamed bepuphysics2 2.3.0-beta2 will be up after github actions finishes with it. I don't plan to make one for bepuphysics1 since it's frozen and won't be receiving updates anyway.