Could you explain what you're deploying to that requires strong naming? I ask primarily because of this issue.
Also, could you elaborate on the usage of both bepuphysics1 and bepuphysics2 in one project?
Search found 4546 matches
- Wed Jul 15, 2020 5:34 pm
- Forum: Questions and Help
- Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
- Replies: 6
- Views: 19465
- Tue Jul 14, 2020 5:10 pm
- Forum: Questions and Help
- Topic: Applying force on dynamics with statics
- Replies: 3
- Views: 14843
Re: Applying force on dynamics with statics
Sounds like the PositionFirstTimestepper, which integrates velocity into position at the beginning of the frame. If the velocity is modified outside the timestep, it'll move the body before collision detection or the solver has a chance to stop it. Switching to the PositionLastTimestepper would prob...
Re: Pools
Pretty much, with one small note: 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; the annoyance is primarily ownership tracking. Also, assuming that the shapes you're concerned about are prima...
Re: Pools
Is there a downside to holding onto the same pools for the lifetime of the app? If we Return memory, but never Clear the pool, will it leak? A leak could happen if you let a BufferPool go out of use while it retains pinned references to memory. If you intend to let a BufferPool get garbage collecte...
- Wed Jul 08, 2020 5:37 pm
- Forum: Questions and Help
- Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
- Replies: 6
- Views: 19465
Re: [Nuget] Include Bepu1 and Bepu2 in one Project
I'll definitely consider it, but could you elaborate more on your use case so I can understand the context better?
- Tue Jul 07, 2020 9:07 pm
- Forum: General
- Topic: about save the snapshot of the space
- Replies: 3
- Views: 14873
Re: about save the snapshot of the space
Rewind-replay clientside prediction is generally doable even without any clientside determinism due to the very short timescales. If you are seeing massive divergence on the client over ~100 milliseconds in a simulation that isn't super chaotic after copying motion states, there may be other problem...
- Tue Jul 07, 2020 6:34 pm
- Forum: General
- Topic: about save the snapshot of the space
- Replies: 3
- Views: 14873
Re: about save the snapshot of the space
Collecting the motion state (position, orientation, linear velocity, angular velocity) gets you 95% of the way there. It's true that it's not a full snapshot, though- the activity state of bodies, the constraints that exist, the accumulated impulses cached for those constraints, and so on all matter...
- Tue Jul 07, 2020 5:49 pm
- Forum: Questions and Help
- Topic: [Nuget] Include Bepu1 and Bepu2 in one Project
- Replies: 6
- Views: 19465
Re: [Nuget] Include Bepu1 and Bepu2 in one Project
Unfortunately that's an oversight. I didn't really think about using both in one project, so unless there's some automagic nuget stuff for handling collisions in dependencies that I'm unaware of, one easy option is to pull down one or both as source and add a project reference, and then modify the o...
- Sun Jul 05, 2020 1:36 am
- Forum: Questions and Help
- Topic: [v2] Friction blending with static objects
- Replies: 7
- Views: 18444
Re: [v2] Friction blending with static objects
FYI, updated nugets: https://www.nuget.org/packages/BEPUphysics/2.3.0-beta0
It's automated now, so they'll be quite a bit more frequent. There's supposed to be a package uploaded to the github registry too, though that's... currently failing for inscrutable reasons.
It's automated now, so they'll be quite a bit more frequent. There's supposed to be a package uploaded to the github registry too, though that's... currently failing for inscrutable reasons.
- Thu Jul 02, 2020 6:25 pm
- Forum: Questions and Help
- Topic: [v2] Friction blending with static objects
- Replies: 7
- Views: 18444
Re: [v2] Friction blending with static objects
If it's convenient and speedy enough, it'll be fine. As always, being 'speedy enough' depends on the data access patterns. If you need to jump through those indirections a million times a frame, it might require some more attention, but otherwise, might as well do the simple thing.
- Wed Jul 01, 2020 9:14 pm
- Forum: Questions and Help
- Topic: [v2] Friction blending with static objects
- Replies: 7
- Views: 18444
Re: [v2] Friction blending with static objects
Historically, infrequently to the point of inconvenience. I keep intending to set up automatic prerelease publishing. I might just do that today while I wait on my ML training runs to fail
- Wed Jul 01, 2020 8:56 pm
- Forum: Questions and Help
- Topic: [v2] Friction blending with static objects
- Replies: 7
- Views: 18444
Re: [v2] Friction blending with static objects
Good catch. There's a (bad) reason: laziness! The BodyProperty was a piece of demos-focused code that was intended more as an example than anything else, since it doesn't do anything special. At some point I moved it into the engine and didn't generalize it (or even update some of the comments, appa...
- Fri Jun 05, 2020 8:57 pm
- Forum: Questions and Help
- Topic: Custom prediction of collision resolution
- Replies: 1
- Views: 12604
Re: Custom prediction of collision resolution
Unless there's a reason not to (like performance budget), I'd recommend just going with running the simulation forward. There's no built in 'rewind' functionality, but you could cache the original position/orientation/velocities and reset them afterwards. Or create a separate simulation, create equi...
- Thu May 28, 2020 9:53 pm
- Forum: Questions and Help
- Topic: Custom collision response solving [v1]
- Replies: 2
- Views: 13972
Re: Custom collision response solving [v1]
I would recommend against modifying velocities in the CreatingContact event handler. While you're presumably only using one thread to guarantee determinism in v1 so it shouldn't cause a race condition now, it may help avoid future confusion or bugs if it's in a safer location. Consider enumerating c...
- Sun May 24, 2020 10:26 pm
- Forum: Questions and Help
- Topic: [v1]Accelerating StaticMesh creation
- Replies: 2
- Views: 13690
Re: [v1]Accelerating StaticMesh creation
The easiest thing to do would be to keep a reference to the whole StaticMesh for later use. You can remove it from the Space and re-add it later. There's also the InstancedMesh, which is very similar to the StaticMesh but doesn't bake the world transform into the underlying tree so the shape it uses...