Search found 4546 matches

by Norbo
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...
by Norbo
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...
by Norbo
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...
by Norbo
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...
by Norbo
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...
by Norbo
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...
by Norbo
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...
by Norbo
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.
by Norbo
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...
by Norbo
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.
by Norbo
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...
by Norbo
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.
by Norbo
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...
by Norbo
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...
by Norbo
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...