Search found 69 matches

by ecosky
Sat Mar 10, 2012 7:01 pm
Forum: Questions and Help
Topic: Question about NarrowPhase.RemoveStaleOverlaps()
Replies: 4
Views: 2988

Re: Question about NarrowPhase.RemoveStaleOverlaps()

Thanks for the info, very helpful. I can see why it might take a little time to resolve this; I tried to add a check for if the two entries were in different spaces to enable the removal and there doesn't seem to be an easy way to retrieve the Space they are in (maybe I'm just not looking at the rig...
by ecosky
Fri Mar 09, 2012 11:53 pm
Forum: Questions and Help
Topic: Question about NarrowPhase.RemoveStaleOverlaps()
Replies: 4
Views: 2988

Question about NarrowPhase.RemoveStaleOverlaps()

Hi, I was trying to figure out a reference leak of NarrowPhasePairs related to entities (a standard compound body) that have been removed from the Space, and it turns out that since both the entity being removed is inactive and the custom Collidable object's IsActive property always return false was...
by ecosky
Thu Mar 01, 2012 9:50 am
Forum: Questions and Help
Topic: Problem with multiple character controllers
Replies: 10
Views: 6076

Re: Problem with multiple character controllers

I had a feeling this one might get a little complicated.. looking forward to seeing what was needed to fix it.
Thanks again for all your help.
by ecosky
Thu Mar 01, 2012 12:03 am
Forum: Questions and Help
Topic: Problem with multiple character controllers
Replies: 10
Views: 6076

Re: Problem with multiple character controllers

I think the problem might EDIT: partially stem from this bit of code in CharacterController.cs,257 which is clearing the contacts within the context of BEPUphysics.UpdateableSystems.BeforeSolverUpdateableManager.MultithreadedUpdate. Disabling this stopped the exception from happening, but now of cou...
by ecosky
Wed Feb 29, 2012 10:18 pm
Forum: Questions and Help
Topic: Problem with multiple character controllers
Replies: 10
Views: 6076

Problem with multiple character controllers

Hi, I seem to have discovered a problem with using multiple character controllers and multithreading. I'm not sure exactly what the problem is yet, but I was able to isolate the behavior in the character playground demo and force it to reliably throw an exception. In the screenshot below, the info.C...
by ecosky
Fri Jan 27, 2012 10:54 pm
Forum: Questions and Help
Topic: HorizontalMotionConstraint.Update questions
Replies: 4
Views: 3148

Re: HorizontalMotionConstraint.Update questions

That fixed it. I'm not sure what exactly triggered this edge case but I suppose its probably a byproduct of the entire environment being axis aligned cubes.
Thanks again!
by ecosky
Fri Jan 27, 2012 10:42 pm
Forum: Questions and Help
Topic: HorizontalMotionConstraint.Update questions
Replies: 4
Views: 3148

Re: HorizontalMotionConstraint.Update questions

Hi, and thanks for the quick and helpful response :) I am using the standard character controller. To integrate it into my game, I had to make some very minor changes - namely, modify the input logic to use a CharacterInputState struct which is prepared externally rather than reading keyboard input ...
by ecosky
Fri Jan 27, 2012 9:33 pm
Forum: Questions and Help
Topic: HorizontalMotionConstraint.Update questions
Replies: 4
Views: 3148

HorizontalMotionConstraint.Update questions

In HorizontalMotionConstraint.Update in the character controller, I noticed something that probably wasn't intended: Plane plane = new Plane(character.SupportFinder.HasTraction ? supportData.Normal : supportData.Normal, 0); Regardless of HasTraction, it uses the supportData.Normal. I noticed this wh...
by ecosky
Fri Nov 04, 2011 7:21 am
Forum: Suggestions
Topic: Minor filename mixup
Replies: 1
Views: 17655

Minor filename mixup

I was digging through the code and saw a couple places where files were mixed up with the contents. ie StaticMeshSphereContactManifold.cs -> contains StaticMeshConvexContactManifold StaticMeshConvexContactManifold.cs -> contains StaticMeshSphereContactManifold I was sure I saw one more mismatch but ...