Search found 4546 matches

by Norbo
Fri Nov 21, 2008 11:27 am
Forum: Questions and Help
Topic: lags in the update
Replies: 4
Views: 4082

Re: lags in the update

Oof, bad news for me. Glad it worked out; is there a chance I could get you to send me the list of vertices on that barrel anyway? Looks like I need to do some debugging.
by Norbo
Fri Nov 21, 2008 11:19 am
Forum: Questions and Help
Topic: lags in the update
Replies: 4
Views: 4082

Re: lags in the update

That is pretty odd. Does it jig when its floating through the air ever, or does it only do it when its colliding with something or at least in contact with another entity? How large is the object approximately? Does it still happen if you change the space.simulationSettings.collisionDetectionType to...
by Norbo
Fri Nov 21, 2008 12:02 am
Forum: Questions and Help
Topic: uhhh not sure what am doing
Replies: 4
Views: 3931

Re: uhhh not sure what am doing

There's a few convenience methods available for making a StaticTriangleGroup. They're the various .initializeData methods, and one of them takes a model. Passing that function a model you've loaded in through the content pipeline will usually get you set up. You can also make a custom content proces...
by Norbo
Wed Nov 19, 2008 12:09 am
Forum: Questions and Help
Topic: uhhh not sure what am doing
Replies: 4
Views: 3931

Re: uhhh not sure what am doing

If you're not yet familiar with C#, XNA, or programming in general, I'd recommend taking a look at the FAQ put up on the xna forums: http://forums.xna.com/forums/t/9181.aspx Otherwise, to use the engine, all you need to do is add the .dll to your project's references. Then you can create a new Space...
by Norbo
Sun Nov 16, 2008 2:34 pm
Forum: Questions and Help
Topic: intelligent camer
Replies: 4
Views: 4863

Re: intelligent camer

For a third person camera, you can do something similar to the vehicle's camera. A raycast against the entire space (space.rayCast) is accelerated through various methods, so it will actually be pretty quick. An example of this is in the demos camera update method, in the if (isChaseCameraMode) bloc...
by Norbo
Fri Nov 07, 2008 1:07 am
Forum: Questions and Help
Topic: XNA 3.0 compatibility
Replies: 3
Views: 3832

Re: XNA 3.0 compatibility

0.7.0 overall is a pretty massive speed boost in almost every respect, even without the new broadphase. I went through every time-consuming part with a fine toothed comb and added in some new collision detection systems to boot. Sweep and prune (the broadphase I was hoping to implement) should never...
by Norbo
Fri Nov 07, 2008 12:09 am
Forum: Questions and Help
Topic: BEPU Physics and FixedTimeStep
Replies: 4
Views: 3935

Re: BEPU Physics and FixedTimeStep

In v0.6.2 and above with space.simulationSettings.useInternalTimeStepping = true, it will run an appropriate number of simulation frames at a constant timestep per frame (at higher than normal or lower than normal framerates). You can cap the number of these updates by setting space.simulationSettin...
by Norbo
Thu Nov 06, 2008 11:59 pm
Forum: Questions and Help
Topic: XNA 3.0 compatibility
Replies: 3
Views: 3832

Re: XNA 3.0 compatibility

I'm working on finalizing the 0.7.0 release which will have both an XNA 2.0 (at least for the library itself) and an XNA 3.0 version. It will be released before November 19th. Right now I'm trying to fix a few bugs and add in one last feature (a new broadphase); if I cut the broadphase, it will be o...
by Norbo
Fri Oct 24, 2008 9:42 pm
Forum: Questions and Help
Topic: move/rotate Mesh problem
Replies: 2
Views: 2927

Re: move/rotate Mesh problem

In what way did the entity.orientationMatrix property not work? You could also try the entity.orientationQuaternion. For the null reference, it looks like you are accidently creating a local Entity variable in your startSimulation method with the same name as your class level variable. The method's ...
by Norbo
Mon Oct 13, 2008 8:38 pm
Forum: Questions and Help
Topic: Mysterious Exception(StaticTriangleGroup)
Replies: 8
Views: 6079

Re: Mysterious Exception(StaticTriangleGroup)

Try this for the FindVertices method: /// <summary> /// Helper for extracting a list of all the vertex positions in a model. /// </summary> void FindVertices(NodeContent node) { // Is this node a mesh? MeshContent mesh = node as MeshContent; if (mesh != null) { // Look up the absolute transform of t...
by Norbo
Sun Oct 12, 2008 9:49 pm
Forum: Questions and Help
Topic: Mysterious Exception(StaticTriangleGroup)
Replies: 8
Views: 6079

Re: Mysterious Exception(StaticTriangleGroup)

The initializeData method which takes only vertices compiles a new vertex and index buffer which is pretty time consuming. If you change the content importer to output a vertex list and a index list, the load time should drop considerably. I'd also like to put in a save/load system for static triang...
by Norbo
Tue Oct 07, 2008 6:01 am
Forum: Questions and Help
Topic: StaticTriangleGroup; ramp<->Character
Replies: 9
Views: 6712

Re: StaticTriangleGroup; ramp<->Character

Very nice game there, keep it up :D The main reasons for being closed source were the target developers, the consideration of the benefit that can be gained through the source versus the cost of additional maintenance of the source, and legal safety. I didn't feel that the problems that could be fix...
by Norbo
Tue Oct 07, 2008 5:02 am
Forum: Questions and Help
Topic: Mysterious Exception(StaticTriangleGroup)
Replies: 8
Views: 6079

Re: Mysterious Exception(StaticTriangleGroup)

I believe this is caused by the device disliking the addMesh's access of the index buffer after it is used during rendering. The slightly intermittent nature is probably caused by the system deciding to dump it and allowing you to access it again, though I'm not an expert on that part. Loading anoth...
by Norbo
Mon Oct 06, 2008 10:40 pm
Forum: Questions and Help
Topic: Terrain Texturing
Replies: 1
Views: 2534

Re: Terrain Texturing

BEPUphysics itself doesn't have any built in terrain rendering in it; the demo DisplayTerrain is just brute forcing the triangles. I don't have the code in front of me, but I'm not sure that the texture coordinates created are even usable for normal texturing. The textures used in the demos were jus...
by Norbo
Mon Sep 29, 2008 9:47 am
Forum: Questions and Help
Topic: Box penetration problem
Replies: 1
Views: 2494

Re: Box penetration problem

I'm not observing effects of the severity you mention, but the cause is most likely the scale. The general convex-convex collision detection system likes shapes to be closer to unit length (1 unit = 1 meter works pretty good). If you scale down the boxes 10x or 50x, pretty much all the problems shou...