Search found 69 matches
- Sun Apr 07, 2013 1:08 am
- Forum: Suggestions
- Topic: Contact & ContactData.Validate()
- Replies: 7
- Views: 26527
Re: Contact & ContactData.Validate()
BTW I found part of the problem in my code which might possibly be of interest to you. Down in GJKToolbox.GetClosestPoints, it was somehow coming up with closestA and closestB being the same. This caused the GeneralConvexPairTester.DoShallowContact to have a displacement of zero length which was sto...
- Sat Apr 06, 2013 9:03 pm
- Forum: Suggestions
- Topic: Contact & ContactData.Validate()
- Replies: 7
- Views: 26527
Re: Contact & ContactData.Validate()
Awesome, thanks!
- Sat Apr 06, 2013 6:06 pm
- Forum: Suggestions
- Topic: Contact & ContactData.Validate()
- Replies: 7
- Views: 26527
Contact & ContactData.Validate()
Hi Norbo, I recently had a problem with my code that was helped by the addition of Validate methods to the Contact and ContactData classes. [Conditional("CHECKMATH")] public void Validate() { Position.Validate(); Normal.Validate(); PenetrationDepth.Validate(); } Same code for both types. I...
- Thu Feb 14, 2013 7:01 am
- Forum: Questions and Help
- Topic: quaternion validation
- Replies: 3
- Views: 3661
Re: quaternion validation
Thanks Norbo I understand what you are saying about changing behavior. I expect the squared length solves the basic problem of values that will push things beyond limits of precision, however I do think it may be useful to have the max values be a tunable setting (default float.MaxValue) so people c...
- Thu Feb 14, 2013 3:28 am
- Forum: Questions and Help
- Topic: quaternion validation
- Replies: 3
- Views: 3661
Re: quaternion validation
Just a quick follow up, I wound up adding the following checkers and used ValidateAngular for the angular vector3's in Entity and it helped to identify my code error. [Conditional("CHECKMATH")] public static void ValidateRange(this Vector3 v, float range) { v.Validate(); // Also check for ...
- Thu Feb 14, 2013 3:06 am
- Forum: Questions and Help
- Topic: quaternion validation
- Replies: 3
- Views: 3661
quaternion validation
Hi Norbo, I recently encountered a problem where an orientation quaternion had valid numbers and wasn't failing validation, but the range they used were enough to cause problems later downstream. For instance, I had this: {X:-3.273159E+17 Y:-4.664622E+34 Z:1.334513E-40 W:1}, causing the LengthSquare...
- Tue Nov 06, 2012 8:52 pm
- Forum: Questions and Help
- Topic: Lifespan of a Collidable Pair?
- Replies: 3
- Views: 3049
Re: Lifespan of a Collidable Pair?
It's looks like the act of monitoring allocations in the profiler to the demo is enough to cause something to start happening to trigger GCs, despite no new objects being allocated from the heap. I can't explain it but I suspect the profiler is tracking the struct-with-references in a way that trigg...
- Tue Nov 06, 2012 7:17 pm
- Forum: Questions and Help
- Topic: Lifespan of a Collidable Pair?
- Replies: 3
- Views: 3049
Re: Lifespan of a Collidable Pair?
Very interesting about structs with references, I didn't know that. By the way you might want to check out the YourKit profiler, http://yourkit.com/dotnet/purchase/index.jsp It is free for established open source projects and I'm sure Bepu would qualify. It has been very useful to me. I'm probably j...
- Tue Nov 06, 2012 4:36 pm
- Forum: Questions and Help
- Topic: Lifespan of a Collidable Pair?
- Replies: 3
- Views: 3049
Lifespan of a Collidable Pair?
Hi Norbo, I've been doing some experimenting with reducing garbage generation of CollidablePairs. My app has near zero garbage generation, but there is still a little bit that happens as a result of CollidablePair objects. While they are structs, as you know they contain the two Collidable reference...
- Mon Nov 05, 2012 7:00 pm
- Forum: Questions and Help
- Topic: Buffered states suggestion and questions about physics LOD
- Replies: 2
- Views: 2914
Re: Buffered states suggestion and questions about physics L
Thanks Norbo. I appreciate seeing the reasoning behind your decisions.
Cheers
Cheers
- Mon Nov 05, 2012 4:29 pm
- Forum: Questions and Help
- Topic: Buffered states suggestion and questions about physics LOD
- Replies: 2
- Views: 2914
Buffered states suggestion and questions about physics LOD
Hi Norbo, I've been using buffered states with my game and I really like the feature. I would like to suggest perhaps the Entity could have a GetCurrentWorldTransform(out Matrix) that would automatically call down into either the Entity.WorldTransform or the BufferedStates.States.WorldTransform depe...
- Mon Sep 03, 2012 7:57 pm
- Forum: Questions and Help
- Topic: WinRT Managed DLL?
- Replies: 6
- Views: 7819
Re: WinRT Managed DLL?
I saw this quote here: http://msdn.microsoft.com/en-us/library/windows/apps/br230301. Note If you are creating a component for use only in Metro style apps with Visual Basic or C#, and the component does not contain Windows Metro style controls, consider using the Class Library (Windows Store apps) ...
- Mon Sep 03, 2012 2:47 am
- Forum: Questions and Help
- Topic: Best way to do a swept sphere test?
- Replies: 3
- Views: 3346
Re: Best way to do a swept sphere test?
That worked great. I made a few variations that allowed for the use of filters and returning a list of all intersections which are of course similar to the RayCast overloads in case you are interested, /// <summary> /// <para>Casts a convex shape against the space.</para> /// <para>Convex casts are ...
- Mon Sep 03, 2012 12:48 am
- Forum: Questions and Help
- Topic: Best way to do a swept sphere test?
- Replies: 3
- Views: 3346
Re: Best way to do a swept sphere test?
Thanks Norbo! I had already started down the path you suggested but had overlooked the GetExpandedBoundingBox part so I'm glad you had time to respond so quickly, you have probably saved me a bunch of time here (again :) ) I can see why you'd hesitate to add these given the special cases they are be...
- Mon Sep 03, 2012 12:18 am
- Forum: Questions and Help
- Topic: Best way to do a swept sphere test?
- Replies: 3
- Views: 3346
Best way to do a swept sphere test?
Hi, I'm trying to figure out the best way to use Bepu to prevent a chase camera's near clip plane from intersecting geometry. Typically, the games/engines I've worked on in the past had a swept sphere test API which I would use for this but so far I haven't seen anything in Bepu. The sphere would be...