Search found 92 matches
- Fri Jun 30, 2017 8:18 am
- Forum: Questions and Help
- Topic: Joints creating weirdly offset positions
- Replies: 2
- Views: 4012
Joints creating weirdly offset positions
So I have a big object. This object has, connected to it, several smaller objects. The small objects are set to not collide with the big object. Connecting the big object to the small objects is a few joints to control motion, and one key connector joint: The PointOnLineJoint. It's constructed with:...
- Mon Jun 26, 2017 6:32 am
- Forum: Questions and Help
- Topic: Objects with different shapes move differently?
- Replies: 4
- Views: 5298
Re: Objects with different shapes move differently?
Update: I am dumb and bad at reading my own code I use ApplyImpulse as a method of achieving rotation in some areas of code that I wasn't properly looking at. So... yeah ideally I'd make that logic work as though the inertia tensor was irrelevant, or replace the logic entirely. Any suggestion which ...
- Mon Jun 26, 2017 5:45 am
- Forum: Questions and Help
- Topic: Objects with different shapes move differently?
- Replies: 4
- Views: 5298
Re: Objects with different shapes move differently?
If one of the shapes is larger, it will have a larger inertia tensor even if the mass is the same. In other words, given an impulse, the angular velocity of a large shape will tend to change less than a small shape. The same principle allows a figure skater to speed up in a spin by pulling in their...
- Mon Jun 26, 2017 5:22 am
- Forum: Suggestions
- Topic: Bigger Suggestion: Per-space settings
- Replies: 5
- Views: 21041
Re: Bigger Suggestion: Per-space settings
First:
That sounds really great! Can't wait for that
But also:
You underestimate my ability to break things while seemingly using them as normal
That sounds really great! Can't wait for that
But also:
You underestimate my ability to break things while seemingly using them as normal
- Mon Jun 26, 2017 5:20 am
- Forum: Suggestions
- Topic: Minor suggestion: PositionUpdateMode.Calculated
- Replies: 5
- Views: 34441
Re: Minor suggestion: PositionUpdateMode.Calculated
Multi-Threaded BEPU physics will freeze the Unity editor. I wonder if that's the same as this old report: https://forum.bepuentertainment.com/viewtopic.php?t=2129 Unfortunately, I don't think the exact cause was determined. It is indeed most likely the same as that report - that's what I was lookin...
- Mon Jun 26, 2017 3:02 am
- Forum: Questions and Help
- Topic: Objects with different shapes move differently?
- Replies: 4
- Views: 5298
Objects with different shapes move differently?
I've noticed the oddest thing: I have a constraint controlling the properties of an object. In particular updating relevant velocities. As best I can determine currently, it appears the /shape/ of an object affects how it moves? Velocities are being worked with the same, mass is the same. A 1x1x1 cu...
- Mon Jun 26, 2017 2:18 am
- Forum: Suggestions
- Topic: Bigger Suggestion: Per-space settings
- Replies: 5
- Views: 21041
Re: Bigger Suggestion: Per-space settings
Are you saying that in v2, the setting will automatically or at least more easily correct itself for unusually scaled space?
If so, that'd be really amazing!
If so, that'd be really amazing!
- Mon Jun 26, 2017 2:15 am
- Forum: Suggestions
- Topic: Minor suggestion: PositionUpdateMode.Calculated
- Replies: 5
- Views: 34441
Re: Minor suggestion: PositionUpdateMode.Calculated
That happens to be how Continuous works already :D https://github.com/bepu/bepuphysics1/blob/a3979f05607c9813be1609ad86232e3b947879b7/BEPUphysics/NarrowPhaseSystems/Pairs/ConvexPairHandler.cs#L84 The threshold for when to actually perform a cast is based on the shape's minimum radius. For some shap...
- Sun Jun 25, 2017 4:50 am
- Forum: Suggestions
- Topic: Bigger Suggestion: Per-space settings
- Replies: 5
- Views: 21041
Bigger Suggestion: Per-space settings
There are a few things (in particular settings classes) that appear to be global... I think they would benefit from being per-space. Take for example: CollisionDetectionSettings.AllowedPenetration This setting is one of a few that are very important to modify when shifting the scale of a world (as a...
- Sun Jun 25, 2017 4:46 am
- Forum: Suggestions
- Topic: Minor suggestion: PositionUpdateMode.Calculated
- Replies: 5
- Views: 34441
Minor suggestion: PositionUpdateMode.Calculated
So currently there are 3 position update modes: Discrete, Passive, Continuous I am suggesting one to go between Passive and Continuous. Discrete and Continuous are the two logical options, and passive is a 'middle ground', but I want a slightly different middle ground: Discrete 90% of the time, exce...
- Sun Jun 25, 2017 4:39 am
- Forum: Questions and Help
- Topic: Collision Rules and Ignoring Collisions
- Replies: 9
- Views: 10137
Re: Collision Rules and Ignoring Collisions
Hi, i am using it CollisionRules.AddRule(SelectedItem.Entity, StickingInto.Entity,CollisionRule.NoBroadPhase); However, the two guys still collide. is there something that can go wrong? One is a compound shape of primitive boxes the other a convex hull shape i am using an older version as of yet (b...
- Wed May 10, 2017 2:30 am
- Forum: Suggestions
- Topic: Suggestion: Create a Github Organization
- Replies: 3
- Views: 18684
Re: Suggestion: Create a Github Organization
Oh and I should note, you can move the repo to the alternate namespace via the repo settings, and it will retain a redirection link for anything that links to the old namespace, as well as retaining all attached data (Stars, issues, etc.) without issue, so long as you don't replace the original repo...
- Wed May 10, 2017 2:28 am
- Forum: Suggestions
- Topic: Suggestion: Create a Github Organization
- Replies: 3
- Views: 18684
Suggestion: Create a Github Organization
I noticed you have BEPU physics in the repo at https://github.com/RossNordby/bepuphysics1 in the personal namespace github/RossNordby. It would probably be cleaner / more professional / etc. to create an organization namespace, github/BEPUEntertainment or something, to put the main released repo of ...
- Tue Feb 14, 2017 6:01 am
- Forum: Questions and Help
- Topic: Abuse-Case Physics Timing
- Replies: 6
- Views: 5473
Re: Abuse-Case Physics Timing
Hahaha hwhoops. So, a few things. I'm not good with Unity and didn't realize the editor was in incredibly slow debug config - running a release build improved the timing to 14-16ms per frame. I also created a perfect replica C# console app that gets the same result in standard Visual Studio debug mo...
- Mon Feb 13, 2017 6:48 am
- Forum: Questions and Help
- Topic: Abuse-Case Physics Timing
- Replies: 6
- Views: 5473
Re: Abuse-Case Physics Timing
I'm testing on a i7-4710HQ, so I would imagine there is indeed something going wrong in my simulation setup... This isn't my primary project by the way; I'm doing a side-project using Unity with a friend. Unity reports 15ms empty, 30-50ms idle, and throughout it all, render time nearly nonexistent b...