Search found 92 matches
- Fri Nov 13, 2015 4:58 am
- Forum: Questions and Help
- Topic: I'm insane, please help me add to your engine
- Replies: 9
- Views: 7674
Re: I'm insane, please help me add to your engine
I've updated the Update() code to the follow: public override void Update(float dt) { RigidTransform rt = convex.Entity == null ? convex.WorldTransform : new RigidTransform(convex.Entity.Position, convex.Entity.Orientation); if (IsNaNOrInf(ref rt.Position)) { for (int i = contacts.Count - 1; i >= 0;...
- Fri Nov 13, 2015 12:56 am
- Forum: Questions and Help
- Topic: I'm insane, please help me add to your engine
- Replies: 9
- Views: 7674
Re: I'm insane, please help me add to your engine
The main issue is that no real collision detection takes place. A sweep test is performed and creates a contact, but the contact's data isn't actually representative of the collision. There might be some other minor bookkeeping issues too, but this is the biggest problem. What is it missing then? I...
- Thu Nov 12, 2015 9:07 am
- Forum: Questions and Help
- Topic: I'm insane, please help me add to your engine
- Replies: 9
- Views: 7674
I'm insane, please help me add to your engine
Sorry for the ridiculous titles. SO. I've been working on making a custom physics static collidable in BEPU that will allow me to properly and cleanly trace objects into my creation's voxel grid. ... I'm not doing so well. Rather than dump my code upon you, I've modified the BEPU physics official 'c...
- Thu Nov 12, 2015 6:41 am
- Forum: Questions and Help
- Topic: I'm insane, please help me break your engine
- Replies: 4
- Views: 4797
Re: I'm insane, please help me break your engine
To share all data between multiple StaticMesh instances in v1.4.0, you'll have to modify the source to allow sharing TriangleMesh objects between StaticMeshes. An easier option would be to just use the InstancedMesh type instead. It stores the hierarchy inside the shape, so there's virtually no ove...
- Wed Nov 11, 2015 11:45 pm
- Forum: Questions and Help
- Topic: I'm insane, please help me break your engine
- Replies: 4
- Views: 4797
Re: I'm insane, please help me break your engine
Oh, good plan. I'll try that. ... I have rather expensive-to-build objects ATM (haven't fully replaced the staticmeshes yet, that's still in-progress) what's the quickest way to duplicate a few staticmeshes? (I don't want to reconstruct from vertices, as that's expensive. Also, if at all possible, i...
- Wed Nov 11, 2015 9:55 am
- Forum: Questions and Help
- Topic: I'm insane, please help me break your engine
- Replies: 4
- Views: 4797
I'm insane, please help me break your engine
SO. I want to update a single entity (a character), pushing it around the Space per normal, except completely off the main update loop. Now, there are two ways to go about this: 1, the slow and boring way: Freeze everything, update the Space, unfreeze everything. That's not right. 2, the fast and fu...
- Mon Oct 26, 2015 1:51 am
- Forum: Questions and Help
- Topic: CharacterController: Modifying surface friction
- Replies: 1
- Views: 3728
CharacterController: Modifying surface friction
How would I go about editing the CharacterController's friction level, to make it slide around in certain situations? I want to make wet surfaces that you can slip on, and/or force the player to slip on all objects due to changes in the character object. Changing CharacterController.Body.Material.<x...
- Mon Jul 20, 2015 8:45 am
- Forum: Questions and Help
- Topic: Relatively empty BEPU scene, 100% CPU, possibly my own fault
- Replies: 1
- Views: 3189
Relatively empty BEPU scene, 100% CPU, possibly my own fault
So I have a scene entirely devoid of entities. Instead, it has a ton of staticmeshes. However, my i7's CPU usage is at 100%... when I trace things with slimtune, I catch this: https://i.imgur.com/vH4NlDq.png 37% of all calculation time is... BEPU. Doing... nothing? So when I said I had a ton of stat...
- Sun Jul 12, 2015 7:16 am
- Forum: Questions and Help
- Topic: Best way to handle physics for voxel based terrain?
- Replies: 4
- Views: 6230
Re: Best way to handle physics for voxel based terrain?
Hello there! I'm working on a similar project (in that it's a Voxel based world at least) and have an answer and a question. First, the answer: A StaticMesh, in my experience so far, is a fantastic solution for building Voxel terrain into BEPU - at least it is after you get it constructing off-threa...
- Mon Jun 22, 2015 4:02 am
- Forum: Questions and Help
- Topic: Static Mesh construction speed
- Replies: 3
- Views: 4009
Re: Static Mesh construction speed
Maybe a ton of triangles all in one spot overlapping? ... I did not /intend/ to have such a thing, no >.> I, uh... /did/ have that, however. I forgot to add a variable to the vertex locations, so it was spawning tons of triangles in roughly the same spot. Fixing that ends the ridiculous times, than...
- Mon Jun 22, 2015 2:00 am
- Forum: Questions and Help
- Topic: Static Mesh construction speed
- Replies: 3
- Views: 4009
Static Mesh construction speed
So I need to generate a ton of static meshes on the fly. My current meshes have roughly 5400 vertices... (30 * 30 * 6 * 6) but can end up with way more than that. I need some efficient way to generate StaticMesh's with vertex counts in this range. I know it's possible - all calculations that generat...
- Mon Jun 15, 2015 4:30 am
- Forum: Questions and Help
- Topic: Better starting point/documentation
- Replies: 7
- Views: 6637
Re: Better starting point/documentation
I personally found BEPU fantastic to work with and learn, though I had prior experience in other physics engines. Anything you're not certain about, just come to this forum and enjoy some of the best support/help/whatever-you-call-it available. I've seen very few places where the developers give sup...
- Tue May 26, 2015 6:52 am
- Forum: Questions and Help
- Topic: Scaling / reshaping an entity
- Replies: 1
- Views: 3026
Scaling / reshaping an entity
Is there any way to reshape an entity without entirely reforming it? Three cases of this: Changing the scale : it'd ideally be possible to make an object bigger or smaller on the fly (in particular a MobileMesh) Changing the bounds of an AABB : I'd like my AABB objects to be able to shrink and grow ...
- Fri May 22, 2015 2:13 am
- Forum: Questions and Help
- Topic: World Location to Entity-centered Local Position
- Replies: 3
- Views: 3745
Re: World Location to Entity-centered Local Position
That perfectly transforms the point location, thank you. It does not, however, transform the rotation. I essentially want the equivalent of a WeldJoint, except one of the two entities is not a physics entity (it's a very small / physics sim irrelevantly sized entity that appears in potentially huge ...
- Sun May 10, 2015 6:22 am
- Forum: Questions and Help
- Topic: Grappling Hooks!
- Replies: 1
- Views: 3027
Grappling Hooks!
This is going to be a strange post, but... I'm playing around with grappling hooks in a game using BEPUPhysics, and was wondering about the best ways to accomplish it... here's my current set up: First, trace where the hook hits using a Convex/Ray Cast. Second, spawn two entities: --> Both are nonso...