Search found 49 matches

by sergiusz308
Thu Dec 05, 2013 9:21 am
Forum: Questions and Help
Topic: Hit location on renderable model
Replies: 3
Views: 3976

Re: Hit location on renderable model

When rendered onto a deforming mesh, the usual projective approaches can morph around a little bit, since the decal isn't in the deforming texture space. Parenting the projection to all of the relevant animation bones should mostly take care of it. By "parenting" you mean transform decal ...
by sergiusz308
Thu Dec 05, 2013 12:19 am
Forum: Questions and Help
Topic: Hit location on renderable model
Replies: 3
Views: 3976

Hit location on renderable model

Norbo, I have a physics object and valid raycastresult - how to "map" hit location from physics object to renderable model (to draw a decal there, for example)? I assume that there are many ways to do so, but what you would recomend? I red that Crytec has physics proxies slightly larger th...
by sergiusz308
Wed Dec 04, 2013 10:14 am
Forum: Questions and Help
Topic: [SOLVED] ConvexHull position incorrect
Replies: 6
Views: 4897

Re: ConvexHull position incorrect

Norbo, your reply should be pinned somewhere, IMHO it perfectly walks engine users through various problems related to physics objects positioning and related content pipeline considerations.

Thanks, it works, problem solved, again :)
by sergiusz308
Tue Dec 03, 2013 7:31 pm
Forum: Questions and Help
Topic: [SOLVED] ConvexHull position incorrect
Replies: 6
Views: 4897

Re: ConvexHull position incorrect

Could you please test such a scenario - convexhull and vertices from previous post, Position: {-2,100759, 0, 0} - box, width: 3.61321259, length: 4.40804768, Position: {0,7381939, 0, 0} Both with zero mass. This should result in entities "A" and "B" from original scene - how does...
by sergiusz308
Tue Dec 03, 2013 5:59 pm
Forum: Questions and Help
Topic: [SOLVED] ConvexHull position incorrect
Replies: 6
Views: 4897

Re: ConvexHull position incorrect

Code is dead simple, here is CH creation: if (indxc > 0) { verts = new List<Vector3>(indxc); for (int n = 0; n < verts.Capacity; n++) { // positions verts.Add(new Vector3(br.ReadSingle(), br.ReadSingle(), br.ReadSingle())); // normals //br.ReadSingle(); //br.ReadSingle(); //br.ReadSingle(); } Convex...
by sergiusz308
Mon Dec 02, 2013 11:34 pm
Forum: Questions and Help
Topic: [SOLVED] ConvexHull position incorrect
Replies: 6
Views: 4897

[SOLVED] ConvexHull position incorrect

Hi Norbo, I got one of your favorite :) This is a modified scene from Bepu demos. It has three entities: bepu_Wtf2.jpg As you can see there is a problem with "A" entity - there's a slight gap between "A" and "B" (blue arrow) - they're supposed to be placed next to each ...
by sergiusz308
Thu Sep 26, 2013 11:07 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Great. I'm building content exporter from DCC tool to support in-game engine creation of the bepu entities. DCC physics engine by default uses convex shape, even if it could be box, cylinder or any other primitive type. I understand that convexhull entity in general is more expensive to simulate, bu...
by sergiusz308
Thu Sep 26, 2013 9:35 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

When you recommend to check this: after Space.Update completed, so that next "physics" frame will react to the change? What will happen to entities after joint would brake - will them retain any momentum they had on the time of the break?
by sergiusz308
Thu Sep 26, 2013 8:54 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

OK, can I breake joints? On max force or torque?
by sergiusz308
Mon Sep 23, 2013 9:46 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Great.

How to get on following scenario:

a) detect a collision between projectile and arbitrary entity - collision rules?
b) custom game logic would allow projectile to penetrate through entity, changing it's direction, and on the next collision do again a) and so on

?
by sergiusz308
Mon Sep 23, 2013 7:12 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Norbo, general question - if I want to get entity rotation around specific axis, just like in pic below: I want to get roll angle (rotation around yellow origin)
bepu2.jpg
bepu2.jpg (21.37 KiB) Viewed 8123 times
where to look for those? I suppose I could also get those from joints properties, like ConnectionB etc., but what property?
by sergiusz308
Sun Sep 22, 2013 10:33 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Servos will, however, take the shortest path possible to reach the goal. If you want to spin 360 degrees, the current rotation + 360 degrees is just the current rotation, so the servo won't make anything move. If you want to make it spin all the way around you'll need to specify intermediate goals....
by sergiusz308
Sun Sep 22, 2013 9:44 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

OK, refering to motor rigidity you mean motor's spring settings? Servo goal accepts only PI value, so I need some wraping to get 360 degree rotation? I'm just thinking that for the purpose of the gameplay I don't need physics driven motion of the turret or gun (there are there just for collisions) -...
by sergiusz308
Sun Sep 22, 2013 9:01 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Thanks - this is very informative. Back to the gun and turret, RevoluteJoin works as you suggested. What would be the best option for motor mode, considering that I want it rotate as user presses the botton and then button is released gun should remain at current position? I red several post here re...