Search found 43 matches

by sueds
Wed Mar 26, 2008 6:35 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

I working on my Third person camera when I start thinking on something ? I don't how hard it would be to implement a sort of box container ? And another question pops into my mind. Which of this method would cost less, using the future mesh based collision (maybe using a simpler mesh that the one di...
by sueds
Tue Mar 25, 2008 9:44 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

if I understand well using force for a box is not recommended because the box will keep rolling.

Linear momentum is not working and all my entities are set up correctly ( gravity is working for all of them). So I don't know... I'm going to make few test to see what's going on.


cheers
by sueds
Tue Mar 25, 2008 7:30 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

the plane I used wasn't a convex polyhedron, it was a single mesh created in maya. Maybe it's a bug because in the same scene there was a box and it didn't collide with the sphere. anyway I have few questions; how can I set up the force with a world coordinate value, to avoid my box from rolling? I ...
by sueds
Tue Mar 25, 2008 4:20 am
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

hello ! its me again ! I've managed to make a sphere fall on a plane but the problem is the plane is only a mesh. I don't understand why it collides with the sphere. the problem I have is that the sphere is not rolling or anything. What value do I have to set up ? when it touch the plane, the game s...
by sueds
Tue Mar 25, 2008 12:29 am
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

Ok I'm going to try out your physics engine and wait for the next release. Is the physic API changing in the .5 version ? The character controller seems really interesting I hope I'll understand everything in your code to be able to use it properly.

cheers
by sueds
Mon Mar 24, 2008 10:11 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

you are right about octree it subdivide the space instead of the mesh. So basically it would be a better idea to wait mi April instead of trying something too tricky as I was thinking. I wasn't sure to succeed anyway...but your technique looks very interesting, I might take a look on this method ( j...
by sueds
Mon Mar 24, 2008 8:43 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

I don't think I'll sell my game,the first prize is just money, I'm not sure Indies games are really suited for video game industry. Anyway I'm glad to hear that I can use your physic library in my game. I'm really curious about the triangle bounding hierarchy thing. I mean you stored the indices and...
by sueds
Mon Mar 24, 2008 4:55 pm
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

Re: using a custom octree with bepu

I've just seen the video of the mesh collision really nice. The technique triangle static mesh is not using an sort of space partitioning ? I mean I've ask some guy on other physics engine and I've told me that they were using octree to detect the level geometry. Can I use your physic engine in a ga...
by sueds
Mon Mar 24, 2008 8:44 am
Forum: Questions and Help
Topic: using a custom octree with bepu
Replies: 17
Views: 22587

using a custom octree with bepu

Hi I was wondering if I could use bepu with my octree. I'm not good at programming but I was wondering if it could or if would have to create a class into your code.

cheers
by sueds
Fri Feb 08, 2008 7:32 am
Forum: General
Topic: performances
Replies: 2
Views: 19341

performances

I've just check the v4.01 and the framerate was really low on my laptop ( the previous verson was runnng at 60 fps)
anyway I like the detonation features.

cheers
by sueds
Tue Feb 05, 2008 11:44 pm
Forum: Questions and Help
Topic: Si an fps movement is possible with bepu ?
Replies: 5
Views: 8788

Re: Si an fps movement is possible with bepu ?

My main problem is the static detection with radom mesh. I'm planning to do a fps and a small kart game and in both I need some kind of collision detection with random shape ( mainly the level ). even a simpe detection I mean like the character cannot go there because there is a wall would be enough...
by sueds
Tue Feb 05, 2008 9:59 pm
Forum: Questions and Help
Topic: Si an fps movement is possible with bepu ?
Replies: 5
Views: 8788

Re: Si an fps movement is possible with bepu ?

So I cannot use bepu for my needs. But do you know how bullets collision detection works ? I have some idea to make it work maybe it helps you ( I'm not so experimented). I'm trying to make a sort of mesh intersect method using bounding sphere and vertex data. But I'm not sure if it would work. than...
by sueds
Tue Feb 05, 2008 10:49 am
Forum: Questions and Help
Topic: Si an fps movement is possible with bepu ?
Replies: 5
Views: 8788

Si an fps movement is possible with bepu ?

I haven't look at your code or your APi but I'm really desperate to find a solution which is provide some basic collision detection for everything. So my question is can I use bepu in order to make a simple walkthrough and have a wall detection with a model made with an other tool ( like maya ) ? Th...