Search found 4546 matches
- Fri Mar 28, 2008 7:32 pm
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21430
Re: many questions from sueds
The engine already includes a StaticGroup (in v0.4.0) which you can add boxes and other static entities to. This sounds similar to what you want from a box container. It doesn't explicitly support adding BoundingBox types, but its fairly easy to create an entity box based on a bounding box ( (min + ...
- Wed Mar 26, 2008 8:00 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
Generally if your geometry can be represented multiple entity types easily (boxes, cones, etc), a StaticGroup will end up having less entity management to do and thus have a performance benefit over the only-triangle StaticTriangleGroup. The StaticGroup uses internal partitioning as well, it just ha...
- Tue Mar 25, 2008 10:16 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
I'm just tossing this out there; have you tried other, non-Y directions? Momentum along Y would simply give the box an instantaneous up or down boost (if negative, down) and would be difficult to tell apart from gravity. The linear momentum field is a direct reference, and is affected by gravity, so...
- Tue Mar 25, 2008 8:43 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
I'm still not quite sure of the situation, is it a series of triangles based on the loaded in mesh composing a large plane? It still might cause the mentioned problem if the triangles are huge. You can create continuous forces by creating instances of Force and using the (Entity).applyForce method. ...
- Tue Mar 25, 2008 10:12 am
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
I'm not sure I understand the first part; it sounds like you've created a very large convex polyhedron and dropped a ball on it. The ball then doesn't move properly and things slow down after collision occurs. If this is the case, its likely that the 'ground' you've created is too large for the coll...
- Tue Mar 25, 2008 12:59 am
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
Basically v0.4.0's organization of entities, which branched into Box, Capsule, and other types and THEN to a Phys(type) or Static(type) has been reworked. In v0.5.0, there are no longer Phys or Static prefixes, you can create the type directly. As a side effect, you can now convert an entity from dy...
- Mon Mar 24, 2008 10:54 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
Neat screenshot, looking good :D Raycasting and character controller support are two of the new features I'm finishing up now for v0.5.0. There are some stability issues with the ray-entity test in v0.4.0 unfortunately, but v0.5.0 fixes them and provides an easy method for testing intersection again...
- Mon Mar 24, 2008 9:10 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
Basically, the structure just splits the mesh into continually subdivided groups of triangles until a minimum number of triangles is reached, at which point there if a leaf node with a list of its children triangles (some implementations might choose to continue subdividing until there is only one t...
- Mon Mar 24, 2008 8:19 pm
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
v0.5.0's StaticTriangleGroup internally uses a bounding volume hierarchy, I believe similar to Bullet's scheme (though I haven't checked their implementation or details, so I might be wrong). This structure is based on the bounding volumes of triangles themselves, not by subdividing space and handin...
- Mon Mar 24, 2008 9:25 am
- Forum: Questions and Help
- Topic: using a custom octree with bepu
- Replies: 17
- Views: 22612
Re: using a custom octree with bepu
If you mean using an octree as a broad phase/space partitioning method (first step of detection, finding possible collision pairs), you could create a child class of the BroadPhase class and implement its required functionality (updateControllers method and so on) using the octree. You could then ju...
- Mon Mar 17, 2008 8:30 am
- Forum: General
- Topic: Force Fields and Meshes Video
- Replies: 2
- Views: 6506
Force Fields and Meshes Video
Here's another little video showing a couple of new features v0.5.0, force fields and a static mesh loaded from a .fbx.
http://www.youtube.com/watch?v=TX4o72dkcK4
http://www.youtube.com/watch?v=TX4o72dkcK4
- Wed Mar 12, 2008 12:11 am
- Forum: Suggestions
- Topic: New documentation; what needs explaining?
- Replies: 3
- Views: 6093
Re: New documentation; what needs explaining?
Well I'm referring specifically to the physics engine documentation here, the other stuff (new stuff!) will be coming in due time.
- Tue Mar 11, 2008 2:48 pm
- Forum: Suggestions
- Topic: New documentation; what needs explaining?
- Replies: 3
- Views: 6093
New documentation; what needs explaining?
I'm planning a revamp of the documentation to coincide with v0.5.0 (possibly) or v0.6.0 (more likely). The goal would be to go beyond API details, providing a handy reference for common or complex tasks. The format is currently planned to be a single .pdf manual so that it can be more easily searche...
- Mon Feb 25, 2008 7:58 am
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12323
Re: XBOX
Figured I'd pop in and provide an update- fortunately, the vast majority of the garbage seemed to originate in a very fixable location (the rapidly called collision detection algorithms). Most of the garbage was simply due to prototyping code. It's now properly working off of a resource pool and the...
- Sun Feb 24, 2008 10:25 pm
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12323
Re: XBOX
Yup, I've already got such optimizations in the queue for v0.5.0.