Search found 4546 matches

by Norbo
Tue Feb 05, 2008 10:47 pm
Forum: Questions and Help
Topic: Si an fps movement is possible with bepu ?
Replies: 5
Views: 8779

Re: Si an fps movement is possible with bepu ?

I am familiar with Bullet in terms of concepts (I haven't used it, though). If I'm not mistaken, the way you'd implement a mesh in BEPUphysics is similar to Bullet- I believe the preferred method for a static mesh would be a bounding volume hierarchy triangle mesh, btBvhTriangleMesh. In BEPUphysics,...
by Norbo
Tue Feb 05, 2008 8:44 pm
Forum: Questions and Help
Topic: Si an fps movement is possible with bepu ?
Replies: 5
Views: 8779

Re: Si an fps movement is possible with bepu ?

It is indeed possible to do what you want in the engine, but there are two feature gaps that still need to be addressed to make it easy. There is currently no automatic way to generate collision data from a model, so you would likely need to create a simpler entity or combination of entities represe...
by Norbo
Tue Feb 05, 2008 12:59 am
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

I figured I'd give an update - I'm now wrapping everything up and should have it out the door in the next 48 hours.

I'll also be doing a media update, including these two videos:

http://youtube.com/watch?v=wXj5p1s4Au4
http://youtube.com/watch?v=-m9z_AJCiX4
by Norbo
Mon Jan 28, 2008 6:50 am
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

Looks like I'm going to be exposing the display system entirely. I've decided that there's not much reason to combine it into the BEPUphysics.dll itself, so in v0.4.0 the demos will include the source of the display system as well (essentially, the display source will be moved into open source under...
by Norbo
Wed Jan 23, 2008 10:35 pm
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

Sure, always helps.
by Norbo
Wed Jan 23, 2008 9:41 pm
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

It should be coming in the next week or two- probably in a week, barring catastrophic bugs. Of course, now that I've said that, I'm probably doomed. :D There's only so much I can do in regards to the extreme cases where single point precision just doesn't quite cut it, but there have been some chang...
by Norbo
Wed Jan 23, 2008 9:00 pm
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

If you mean with the engine, many good things :) v0.4.0 has gotten a little bigger than previously planned, but it's looking like its for the better.
by Norbo
Thu Jan 10, 2008 3:39 am
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

Don't worry too much about yoshi-spam.
by Norbo
Wed Jan 09, 2008 10:34 pm
Forum: Suggestions
Topic: rendering display objects
Replies: 16
Views: 17298

Re: rendering display objects

In v0.4.0, due to a bit of a graphics overhaul, the draw method is now draw(Effect effect, Matrix view, Matrix projection), so you can pass in your own effect (or let the new EntityRenderer take care of everything). If the passed in effect is a BasicEffect, the world, view, and projection matrices a...
by Norbo
Mon Jan 07, 2008 9:25 pm
Forum: Questions and Help
Topic: Jumping
Replies: 2
Views: 6695

Re: Jumping

One way to do this would be to send a ray out from the player entity's feet down a couple of inches using Toolbox.findFiniteRayEntityHit. Only objects which are listed in the player's controller list ((Entity).controllers) would need to be compared against. The controllers store collision data betwe...
by Norbo
Fri Dec 21, 2007 4:38 am
Forum: Questions and Help
Topic: turning off gravity for certain entities
Replies: 7
Views: 9836

Re: turning off gravity for certain entities

Yeah that precisely the thing I was thinking about myself- I'm guessing they've devised a separate sphere case in Havok other than a GJK-based method which deals with numerical error better, which is very possible given the relative ease of sphere cases. It would become rather messy to add in such s...
by Norbo
Thu Dec 20, 2007 8:35 am
Forum: Questions and Help
Topic: turning off gravity for certain entities
Replies: 7
Views: 9836

Re: turning off gravity for certain entities

After a little messing around, it does seem to be a floating point problem- but not just from one source. The collision detection system is probably detecting contacts barely off center which is then compounded by position correction and probably deseperation to some extent as well. Judging by the f...
by Norbo
Tue Dec 18, 2007 8:48 pm
Forum: Suggestions
Topic: partition
Replies: 1
Views: 3910

Re: partition

Yes, I will be adding a revised broadphase system which avoids brute force checks. It will coincide with or come before heightmaps, probably version 0.4.0. It's high on the to-do list, but there's some optimizations and features that need to be put in ASAP (better joint/constraint support, physics d...
by Norbo
Tue Dec 18, 2007 3:21 am
Forum: Questions and Help
Topic: turning off gravity for certain entities
Replies: 7
Views: 9836

Re: turning off gravity for certain entities

Technically there is no boolean 'affectedByGravity' flag, but you could use a position tracking (non rotation tracking) force that directly counteracts gravity. Something like: Force f = new Force((Entity).getPosition(), new Vector3(0, 9.81f, 0)); (Entity).addForce(f); f.isTrackingTarget = true; f.i...
by Norbo
Mon Dec 17, 2007 8:45 pm
Forum: Questions and Help
Topic: Apply Impulse in 2.0
Replies: 1
Views: 5881

Re: Apply Impulse in 2.0

Unfortunately, no; it doesn't wake objects up. This is a known problem and will be fixed with v0.3.0 (or an earlier patch release if it becomes apparent that 0.3.0 is going to take too long). Until then, using (Entity).isActive = true immediately before/after the applyImpulse call will force the obj...