Search found 38 matches

by diabloqfdb
Tue Oct 23, 2012 12:39 pm
Forum: Questions and Help
Topic: Problems with collision and fast objects
Replies: 9
Views: 5674

Re: Problems with collision and fast objects

As you scale down more and more, you will run into the default tuning factors. The 'energy' is probably coming from a combination of high relative velocities causing deep penetration and a strong penetration correction force relative to the scale. The speed achieved by penetration correction impuls...
by diabloqfdb
Tue Oct 23, 2012 12:31 pm
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9743

Re: Collidable geoclipmapping terrain

A single terrain can handle immense numbers of triangles because the acceleration structure is implicit. Evaluating which triangles are nearby is a constant time operation. The trickier part would be updating the bounding box when you change the terrain. Computing a tight bounding box visits every ...
by diabloqfdb
Thu Oct 18, 2012 11:04 am
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9743

Re: Collidable geoclipmapping terrain

Out of all the options, Terrain is probably the best fit. Terrains do not have to construct or reconstruct an acceleration structure when they're created or changed because the acceleration structure is implicit. However, making modifications to any static object will result in issues if there are ...
by diabloqfdb
Thu Oct 18, 2012 9:23 am
Forum: Questions and Help
Topic: Problems with collision and fast objects
Replies: 9
Views: 5674

Re: Problems with collision and fast objects

I finally decided to go for it and reduce the scale of the world. I was running a setup where a person had the eye level at 10 units, a box was about 3, a barrel was 6, etc. In this setup I used a gravity of 30 *g, but probably 20 *g would have been enough for objects not to be floaty. Under the new...
by diabloqfdb
Thu Oct 11, 2012 1:54 pm
Forum: General
Topic: BEPUphysics v1.2.0 released!
Replies: 16
Views: 20945

Re: BEPUphysics v1.2.0 released!

Indeed, I misread the date. Classic dead thread forum syndrome.

I got all excited about a new version too! Still, the change log for 1.2 looks great and I'm glad I am already running with the changes.
by diabloqfdb
Thu Oct 11, 2012 11:17 am
Forum: General
Topic: BEPUphysics v1.2.0 released!
Replies: 16
Views: 20945

Re: BEPUphysics v1.2.0 released!

Wow, excellent news! The change list looks great! Thank you for your hard work! I am still using BEPU with great success, even when physics gets wonky. Been meaning to ask a few questions for a while, but I'll search the forum first. I'll update to 1.2 soon! But let me squeeze in a a question here: ...
by diabloqfdb
Tue Aug 21, 2012 9:20 am
Forum: Questions and Help
Topic: Problems with collision and fast objects
Replies: 9
Views: 5674

Re: Problems with collision and fast objects

Hi Norbo! Thank you for the quick reply. I should have started by saying that I do not use a fixed time step. I went through the list and tried the changes you proposed to see what effect they have. Calling Update(dt) with the elapsed seconds between frames did wonders to make the game run at a more...
by diabloqfdb
Mon Aug 20, 2012 11:17 am
Forum: Questions and Help
Topic: Problems with collision and fast objects
Replies: 9
Views: 5674

Problems with collision and fast objects

Hi everybody! I am having some problems with object passing though other objects. This happens mostly with fast objects. I saw some other post on the forum about this subject, and based also on my observations, it does seem that the collision check would take place between two time steps and this is...