Search found 69 matches
- Thu May 03, 2012 2:24 pm
- Forum: Questions and Help
- Topic: Problem with multiple character controllers
- Replies: 10
- Views: 6103
Re: Problem with multiple character controllers
Thanks Norbo!
- Wed May 02, 2012 8:18 pm
- Forum: Questions and Help
- Topic: Problem with multiple character controllers
- Replies: 10
- Views: 6103
Re: Problem with multiple character controllers
I've been using this change for a while and it's been working great. Thanks again for that, and sorry I didn't respond again to the thread sooner (I thought I had). I just wanted to add one more thing to this which is I had a bug related to my using the entity tag for something other than a referenc...
- Thu Apr 26, 2012 4:30 am
- Forum: Questions and Help
- Topic: EntitySolverUpdatable.UpdateConnectedMembers
- Replies: 3
- Views: 2654
Re: EntitySolverUpdatable.UpdateConnectedMembers
Thanks Norbo. I'll try to isolate the behavior in a tester. I dug into the related code for a few hours and I see what you mean about the ownership being complicated. I followed some SimulationIslandConnections through the system and from what I can tell it does look like it is all set up correctly,...
- Wed Apr 25, 2012 10:43 pm
- Forum: Questions and Help
- Topic: EntitySolverUpdatable.UpdateConnectedMembers
- Replies: 3
- Views: 2654
Re: EntitySolverUpdatable.UpdateConnectedMembers
I did a few tests and drilled into some more related code, it looks like the simple changes I was hoping might work aren't correct. I should mention that I do have various local changes to Bepu, while I don't think they would interfere with this system it does mean if this behavior sounds buggy mayb...
- Wed Apr 25, 2012 10:19 pm
- Forum: Questions and Help
- Topic: EntitySolverUpdatable.UpdateConnectedMembers
- Replies: 3
- Views: 2654
EntitySolverUpdatable.UpdateConnectedMembers
Hi, I've been trying to find & fix various garbage generators and I came across something in Bepu which I would like to understand better. The profiler pointed me to this callstack as a source of objects being generated & discarded (I don't know why the right edge with more stats is being cu...
- Thu Apr 19, 2012 4:32 pm
- Forum: Suggestions
- Topic: Helper class to find NaNs
- Replies: 2
- Views: 20941
Helper class to find NaNs
Hi, I recently had to track down a source of NaNs that were being detected long after the invalid values had snuck into the system. I found it was helpful to create an extension class to check for NaN values on common types, and pepper the Bepu code with these checks. The methods are conditional, so...
- Thu Apr 05, 2012 10:59 am
- Forum: Questions and Help
- Topic: ThreadManager.AddThread callbacks are invoked twice
- Replies: 4
- Views: 3251
Re: ThreadManager.AddThread callbacks are invoked twice
In case you are interested in such a minor thing, I added an overload to the Space constructor to let me avoid the overhead of creating a IThreadManager that is due to be replaced immediately after construction, public Space() : this(new SpecializedThreadManager()) { } ///<summary> /// Constructs a ...
- Thu Apr 05, 2012 6:09 am
- Forum: Questions and Help
- Topic: ThreadManager.AddThread callbacks are invoked twice
- Replies: 4
- Views: 3251
Re: ThreadManager.AddThread callbacks are invoked twice
Thanks Norbo, your insights are always appreciated.
- Thu Apr 05, 2012 4:50 am
- Forum: Questions and Help
- Topic: ThreadManager.AddThread callbacks are invoked twice
- Replies: 4
- Views: 3251
Re: ThreadManager.AddThread callbacks are invoked twice
I now see that calling ThreadManager.AddThread actually creates two threads, one for the ParallelLoopWorker and one for the ThreadTaskManager. Makes more sense now. I have to say I'm not really keen on the extra context switches required for these to do regular work (xbox suffers a bit there and so ...
- Thu Apr 05, 2012 2:15 am
- Forum: Questions and Help
- Topic: ThreadManager.AddThread callbacks are invoked twice
- Replies: 4
- Views: 3251
ThreadManager.AddThread callbacks are invoked twice
I was recently starting to use the initialization callback for ThreadManager.AddThread, and was surprised to find the callback was invoked twice. It took a while to discover this was a problem for me because it never occurred to me this might happen. The side effects were subtle behavior problems el...
- Mon Apr 02, 2012 5:50 am
- Forum: Questions and Help
- Topic: StepManager.MinimumDownStepHeight is using wrong variable
- Replies: 1
- Views: 1783
StepManager.MinimumDownStepHeight is using wrong variable
Hi, I noticed the StepManager.MinimumDownStepHeight is using the wrong variable, float minimumDownStepHeight = .1f; /// <summary> /// Gets or sets the minimum down step height. Down steps which are smaller than this are simply ignored by the step system; instead, the character falls. /// If the new ...
- Tue Mar 13, 2012 5:49 am
- Forum: Questions and Help
- Topic: Performance questions re: Capsules & GeneralConvexPairTester
- Replies: 5
- Views: 3897
Re: Performance questions re: Capsules & GeneralConvexPairTe
Well it turns out I had a bug in my content pipeline that was causing far too many capsules to be created for the asset. I didn't notice it before because when I checked out the CompoundBody objects I only looked at the first few of them in detail, expecting the rest of them to be configured as expo...
- Tue Mar 13, 2012 12:59 am
- Forum: Questions and Help
- Topic: Performance questions re: Capsules & GeneralConvexPairTester
- Replies: 5
- Views: 3897
Re: Performance questions re: Capsules & GeneralConvexPairTe
This wouldn't be the first time I've been fairly accused of shenanigans! Seriously though, thanks for taking such a close look at this. I am glad to see your results of using capsules shows the cost is closer to 2x than that of using spheres - that's about the range I'd have expected based on past e...
- Mon Mar 12, 2012 10:44 am
- Forum: Questions and Help
- Topic: Performance questions re: Capsules & GeneralConvexPairTester
- Replies: 5
- Views: 3897
Re: Performance questions re: Capsules & GeneralConvexPairTe
I wound up breaking the capsules up into rows of spheres and it helped quite a lot on the PC but to my surprise made things worse on the xbox, not sure why yet. Also, the simple test of using sphere in place of capsules didn't help the xbox at all. I am thinking maybe the performance cost is a bypro...
- Mon Mar 12, 2012 9:36 am
- Forum: Questions and Help
- Topic: Performance questions re: Capsules & GeneralConvexPairTester
- Replies: 5
- Views: 3897
Performance questions re: Capsules & GeneralConvexPairTester
Hello again, I've been working through some performance issues I'm having with CompoundBody objects composed of between 3 and 7 capsules that are interacting with the terrain. The context is that of a character or other object that has been destroyed and various parts are hitting the world as they b...