Search found 4546 matches
- Tue Jun 23, 2009 8:05 pm
- Forum: Questions and Help
- Topic: Kinematic does not collide with terrain
- Replies: 11
- Views: 8601
Re: Kinematic does not collide with terrain
As an extension of the ideas in the other thread (http://www.bepu-games.com/forums/viewtopic.php?f=4&t=507), here's how you could go about making the Terrain produce triangles. 1: Create an entity (Kinematic, isTangible = true, isDetector = false) representing your game object. 2: Create an enti...
- Tue Jun 23, 2009 7:44 pm
- Forum: Questions and Help
- Topic: I need Kinematic to Kinematic collision
- Replies: 6
- Views: 5771
Re: I need Kinematic to Kinematic collision
Just to be completely clear, you can have a kinematic platform with collision response. The problems being encountered all revolve around getting kinematics to 'collide' (generate contacts) with kinematics, and secondarily getting objects like the StaticTriangleGroup and Terrain to produce triangles...
- Tue Jun 23, 2009 1:32 pm
- Forum: Questions and Help
- Topic: I need Kinematic to Kinematic collision
- Replies: 6
- Views: 5771
Re: I need Kinematic to Kinematic collision
Yes, it is similar; making a detector follow the object would do it. If you didn't need to worry about interactions much, using a kinematic object for what you want to do would make sense in the current version. However, since pretty much all of the problems you are encountering revolve around inter...
- Tue Jun 23, 2009 1:17 pm
- Forum: Questions and Help
- Topic: Kinematic does not collide with terrain
- Replies: 11
- Views: 8601
Re: Kinematic does not collide with terrain
So long as the geometry of your detector matches the geometry of your followed object, that would get the same results. The only difference between the method I suggested and yours is that the kinematic object (which already has the desired geometry) was a detector. There could be side effects of th...
- Tue Jun 23, 2009 12:15 am
- Forum: Questions and Help
- Topic: CharacterController stuck problem
- Replies: 19
- Views: 14723
Re: CharacterController stuck problem
I'm having trouble visualizing the problem; if you could post a quick video or explanatory screenshot it would probably help. It sounds like the relevant settings would be the deceleration/acceleration. Insufficient deceleration would cause sliding behavior, while insufficient acceleration would cau...
- Mon Jun 22, 2009 7:54 pm
- Forum: Questions and Help
- Topic: I need Kinematic to Kinematic collision
- Replies: 6
- Views: 5771
Re: I need Kinematic to Kinematic collision
For kinematic objects, you can make either them or a stand-in version of the object a detector and gather information that way. Otherwise, you could gather the collision pairs of an intangible stand-in object and perform specific queries on the gathered entities. However, using a dynamic object coul...
- Mon Jun 22, 2009 7:21 pm
- Forum: Questions and Help
- Topic: Kinematic does not collide with terrain
- Replies: 11
- Views: 8601
Re: Kinematic does not collide with terrain
Though the triangles are activating due to the intangible object, the sphere is kinematic and not a detector so no contact points will be created and no events fired. Making it a detector will allow it to generate contacts against another kinematic object. Another option would be to attach the 'coll...
- Mon Jun 22, 2009 7:06 pm
- Forum: Questions and Help
- Topic: Mass should be bigger than zero
- Replies: 1
- Views: 2934
Re: Mass should be bigger than zero
Thanks; I plan to add in some additional input protection in various functions and around the update method to catch common errors and provide suggestions in the upcoming version.
- Mon Jun 22, 2009 7:04 pm
- Forum: Questions and Help
- Topic: isDetector Dynamic falls through terrain
- Replies: 1
- Views: 2996
Re: isDetector Dynamic falls through terrain
The falling through part is intended behavior. Dynamic detectors differentiate themselves from nondetector dynamic entities by not responding to collision. The jittering you saw is probably the "rescue" functionality of the Terrain (rescueDepth) kicking in, trying to grab the entity and br...
- Mon Jun 22, 2009 6:56 pm
- Forum: Questions and Help
- Topic: Terrain collisionFilter
- Replies: 1
- Views: 2909
Re: Terrain collisionFilter
Yes, Terrain has a collisionFilter field that can be set. Triangles produced by the terrain inherit this collisionFilter. No, at this time you cannot set it per-triangle.
- Sun Jun 21, 2009 5:23 pm
- Forum: Questions and Help
- Topic: Kinematic does not collide with terrain
- Replies: 11
- Views: 8601
Re: Kinematic does not collide with terrain
The extra expense of an intangible object is relatively small. Collision/collision response is a very large portion of the overall cost, and intangible objects do not cause either. The idea behind using the intangible object was not as a complete replacement of the kinematic object, as intangible ob...
- Sun Jun 21, 2009 2:41 pm
- Forum: Questions and Help
- Topic: Kinematic does not collide with terrain
- Replies: 11
- Views: 8601
Re: Kinematic does not collide with terrain
This is caused by the StaticTriangleGroup only producing triangles when active and physically simulated objects approach. Until this is addressed, you can try creating a dynamic entity with isTangible = false that follows the kinematic object around and activates triangles.
- Fri Jun 19, 2009 6:12 pm
- Forum: Questions and Help
- Topic: PreUpdate
- Replies: 6
- Views: 5552
Re: PreUpdate
Using Updateables would not have any additional meaningful overhead compared to using a Broadphase prePositionUpdate; there would be one instance of an Updateable which would give you access to a particular stage in the space update method. You can iterate through all of your entities within this Up...
- Fri Jun 19, 2009 4:24 pm
- Forum: Questions and Help
- Topic: PreUpdate
- Replies: 6
- Views: 5552
Re: PreUpdate
Architecturally speaking, Updateables are indeed added to the space using (Space).add(Updateable updateable). This will only add the updateable to the space, and not anything inside of it, so if you add an entity to some list inside of the Updateable and want it to be updated by the engine, you will...
- Fri Jun 19, 2009 2:54 pm
- Forum: Questions and Help
- Topic: Preventtion of Physics Reaction
- Replies: 1
- Views: 3013
Re: Preventtion of Physics Reaction
This is going to be a little annoying in v0.9.0 as most conditions other than isTangible aren't considered after a collision pair is created. You could hook an event on an entity (either the character or the missile) that fires when a collision pair is created with that entity using the (Entity).add...