Search found 4546 matches
- Fri Jun 19, 2009 2:15 pm
- Forum: Questions and Help
- Topic: isTangible vs makeNonDynamic
- Replies: 4
- Views: 4324
Re: isTangible vs makeNonDynamic
One common application of intangibility is in the collection of local collision pairs. You can see it in action in the demo character controller finding candidate support entities which are later checked for validity. Multiple components of the engine will also respond when an object comes close, su...
- Fri Jun 19, 2009 2:10 pm
- Forum: Questions and Help
- Topic: PreUpdate
- Replies: 6
- Views: 5545
Re: PreUpdate
I would recommend creating a subclass of Updateable and using one of its four "stages;" during forces, before collision detection, end of update, and end of frame. Using the earliest "during forces" stage would perform the movement before the broadphase is run.
- Fri Jun 19, 2009 1:28 pm
- Forum: Questions and Help
- Topic: DisplayObject should include centreofmassOffset
- Replies: 2
- Views: 3449
Re: DisplayObject should include centreofmassOffset
The display objects are all based only on the centerPosition as it generally is the geometric center of a shape that the graphics require for rendering. It coincides with the center of the collision shape that the engine uses. When an object rotates around its center of mass, the centerPosition is o...
- Fri Jun 19, 2009 1:13 pm
- Forum: Questions and Help
- Topic: isTangible vs makeNonDynamic
- Replies: 4
- Views: 4324
Re: isTangible vs makeNonDynamic
isTangible shapes can be either dynamic or kinematic. For example, despite having isTangible=false, an entity could still be affected by the force of gravity if it is still dynamic. The main difference between being kinematic and the isTangible flag is that when an object has isTangible=false, it wi...
- Fri Jun 19, 2009 12:58 pm
- Forum: Questions and Help
- Topic: AI and physics Objects
- Replies: 1
- Views: 2977
Re: AI and physics Objects
I would start by using something like the simple character controller for the characters. You can find it, with a little information, in an attachment in this thread: http://www.bepu-games.com/forums/viewtopic.php?f=4&t=477 You could then use the AI to calculate whatever movement direction is ne...
- Fri Jun 19, 2009 1:00 am
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
I've also tracked down and eliminated some unnecessary allocations which could have caused some GC 'jigs' when using the FluidVolume.
- Thu Jun 18, 2009 10:38 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
Copy and pasting that into the demos (which were very similar as you said) and running it with a few blocks in the water took only about 1-2 milliseconds per frame, so that implies the problem lies somewhere besides just fluid volume updating. When running the demos using only a few blocks do you ob...
- Thu Jun 18, 2009 6:16 pm
- Forum: Questions and Help
- Topic: 0.9 Exception in Space.Update when no Entity created
- Replies: 1
- Views: 2948
Re: 0.9 Exception in Space.Update when no Entity created
This is most likely the same bug as http://www.bepu-games.com/forums/viewto ... 463&p=4466; it's been addressed in the upcoming version. Thanks for the report.
- Thu Jun 18, 2009 6:09 pm
- Forum: Questions and Help
- Topic: isTangible or remove from space
- Replies: 4
- Views: 4226
Re: isTangible or remove from space
As part of the planned modifications to the collision validation system, there should be some sort of control over whether an entity is managed by the broad phase or not. Also, in my previous post, I neglected to mention that you can in fact force an entity into a deactivated state by using (Entity)...
- Thu Jun 18, 2009 1:13 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
How much of a slowdown is it? A millisecond or two per frame, or more like 10-50 milliseconds? On the PC do you notice any similar, though smaller, slowdown? Is the water's surface defined by only two triangles, or is it more? Keeping it very simple will help speed it up. How many samplesPerDimensio...
- Thu Jun 18, 2009 1:02 pm
- Forum: Questions and Help
- Topic: isTangible or remove from space
- Replies: 4
- Views: 4226
Re: isTangible or remove from space
It depends primarily on the frequency of entity addition and removal to the inactive pool and the size of the pool. Adding or removing entities from the space does have an overhead (a large part of that being in the broadphase add/remove which is called internally). If you're only adding/removing a ...
- Tue Jun 16, 2009 11:23 pm
- Forum: Questions and Help
- Topic: setCollisionFilter clarification
- Replies: 2
- Views: 3406
Re: setCollisionFilter clarification
The collisionFilter works by comparing the bit strings of each entity involved in a collision. When using setCollisionFilter, it's actually just setting a particular indexed bit in the collisionFilter bit string. For example, if the collision filter (for now assumed to be only 8 bits for simplicity)...
- Tue Jun 16, 2009 8:51 pm
- Forum: Questions and Help
- Topic: tag as userdata
- Replies: 1
- Views: 2922
Re: tag as userdata
Entity.tag is indeed for user data. I've changed the associated comment to be more clear about it for the next version.
- Tue Jun 16, 2009 12:45 am
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
Not a definite date, no. It will probably be more than one week, but hopefully before mid July.
- Mon Jun 15, 2009 10:58 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
Judging by the video, your best bet would probably be making sure that all unnecessary physics are deactivated. For example, in the video, the buoyant sponge in the sink took a while to come to rest. You could increase the damping applied by the water to make sure it settles down, and then possibly ...