Search found 136 matches
- Fri Nov 12, 2010 4:31 am
- Forum: Questions and Help
- Topic: Physics Accuracy Issues...
- Replies: 16
- Views: 10604
Physics Accuracy Issues...
Hey Norbo, we are going though all the objects in our game editor (about 150 now) and bug fixing them and improveing them greatly... I have been fixing the "Steerable Wheel" today and have made it totally awesome as it now has suspension amonst other improvements (like jumping and variable...
- Fri Nov 12, 2010 1:57 am
- Forum: Questions and Help
- Topic: CollisionRule.NoPair Help
- Replies: 4
- Views: 3366
Re: CollisionRule.NoPair Help
Cool thanks for that.
Nice sounds like its coming along well then.
Thanks for the info.
Nice sounds like its coming along well then.
Thanks for the info.
- Fri Nov 12, 2010 1:43 am
- Forum: Questions and Help
- Topic: CollisionRule.NoPair Help
- Replies: 4
- Views: 3366
CollisionRule.NoPair Help
When setting collision pair stuff is this needed Bodys[0].CollisionRules.SpecificEntities.Add(Bodys[1], CollisionRule.NoPair); Bodys[1].CollisionRules.SpecificEntities.Add(Bodys[0], CollisionRule.NoPair); or would this have the same effect Bodys[0].CollisionRules.SpecificEntities.Add(Bodys[1], Colli...
- Thu Nov 04, 2010 4:44 am
- Forum: Questions and Help
- Topic: New Built In Shape?
- Replies: 2
- Views: 2627
Re: New Built In Shape?
Thanks for the info, ill try having a play around with the masses etc...
Our physics settings are fairly low for it running on the phone so yer...
Thanks.
Our physics settings are fairly low for it running on the phone so yer...
Thanks.
- Thu Nov 04, 2010 3:53 am
- Forum: Questions and Help
- Topic: New Built In Shape?
- Replies: 2
- Views: 2627
New Built In Shape?
Hey norbo I was wondering if sometime in the future it would be possible to add a new special type object to the enigine. A Trianguler prisim Like this http://i.imgur.com/sr5k4.jpg And This http://en.wikipedia.org/wiki/Triangular_prism For doing dynamic ramps and slopes etc... Is the math for this d...
- Mon Nov 01, 2010 12:00 am
- Forum: Questions and Help
- Topic: Triggering Sounds
- Replies: 4
- Views: 3315
Re: Triggering Sounds
I like the sound of that change in 15.0 any news on how its going?
- Sat Oct 30, 2010 9:02 am
- Forum: Questions and Help
- Topic: Problems with BEPU in windows phone
- Replies: 9
- Views: 6967
Re: Problems with BEPU in windows phone
Well the first problem is that you need to test it on a device as the emulator can be up to 25 times faster than a device.
- Sat Oct 23, 2010 12:41 pm
- Forum: Suggestions
- Topic: New Documentation Suggestion
- Replies: 2
- Views: 20950
Re: New Documentation Suggestion
I would try having another read around the forums too, I found heaps of stuff on the vehicle system on here and anything i didn't know i just asked and it was answered propmtly.
- Tue Oct 19, 2010 11:21 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Here i have a little video of the problem, you might be able to see what i am doing wrong better. Here is the video http://www.youtube.com/watch?v=T1Jm5VLuIcI Everything visually matches the physics perfectly that you see here. The plank is Box(2f,0.25f,16,50) The 2 boxes are Box(1.95f,1.95f,1.95f,1...
- Tue Oct 19, 2010 10:35 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Yes the plank is a box and the marble is a sphere, we have the solver set to space.SimulationSettings.CollisionResponse.Iterations = 12; space.SimulationSettings.TimeStep.TimeStepDuration = 1 / 60f; However the plank is resting on the edges of two platforms that are part of one static tri mesh.
- Tue Oct 19, 2010 10:15 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Yes when our marble (which has a mass of 65) trys to ride over a 0.25 high plank which has a mass of 20 the marble can fall though and everything jitters alot, would this case be any better in .15?
Will .15 be using the same physics solver as .14 or is that a new/improved part of the engine.
Will .15 be using the same physics solver as .14 or is that a new/improved part of the engine.
- Tue Oct 19, 2010 10:03 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Our main accuracy issues are with the static tri mesh and CCD's jiggling and we also have to run the simulation at all times even within edit mode with a timestep of 0.000001 which the engine doesn't like... So yes all of these improvments would help tremendously expesially the static tri mesh accur...
- Tue Oct 19, 2010 9:22 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Ahh ok i was just wondering as we are having a few accuracy issues in the game.
But yer we are assumeing that it won't be, it would be nice but yer can probably just increase the accuracy or time stepping so yer.
But yer we are assumeing that it won't be, it would be nice but yer can probably just increase the accuracy or time stepping so yer.
- Tue Oct 19, 2010 8:56 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
Hey norbo i was just wondering when the .15 could maybe be out? any chance before the 9th of november?
Any idea on what kind of performance or accuracy differences we might see?
As our phone game is very physics heavy as you know so any benifits would be great.
Any idea on what kind of performance or accuracy differences we might see?
As our phone game is very physics heavy as you know so any benifits would be great.
- Thu Oct 14, 2010 12:38 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 655338
Re: Version Roadmap
This is great to hear