Search found 136 matches

by Danthekilla
Fri Nov 12, 2010 4:31 am
Forum: Questions and Help
Topic: Physics Accuracy Issues...
Replies: 16
Views: 10553

Physics Accuracy Issues...

Hey Norbo, we are going though all the objects in our game editor (about 150 now) and bug fixing them and improveing them greatly... I have been fixing the "Steerable Wheel" today and have made it totally awesome as it now has suspension amonst other improvements (like jumping and variable...
by Danthekilla
Fri Nov 12, 2010 1:57 am
Forum: Questions and Help
Topic: CollisionRule.NoPair Help
Replies: 4
Views: 3359

Re: CollisionRule.NoPair Help

Cool thanks for that.

Nice sounds like its coming along well then.
Thanks for the info.
by Danthekilla
Fri Nov 12, 2010 1:43 am
Forum: Questions and Help
Topic: CollisionRule.NoPair Help
Replies: 4
Views: 3359

CollisionRule.NoPair Help

When setting collision pair stuff is this needed Bodys[0].CollisionRules.SpecificEntities.Add(Bodys[1], CollisionRule.NoPair); Bodys[1].CollisionRules.SpecificEntities.Add(Bodys[0], CollisionRule.NoPair); or would this have the same effect Bodys[0].CollisionRules.SpecificEntities.Add(Bodys[1], Colli...
by Danthekilla
Thu Nov 04, 2010 4:44 am
Forum: Questions and Help
Topic: New Built In Shape?
Replies: 2
Views: 2616

Re: New Built In Shape?

Thanks for the info, ill try having a play around with the masses etc...

Our physics settings are fairly low for it running on the phone so yer...

Thanks.
by Danthekilla
Thu Nov 04, 2010 3:53 am
Forum: Questions and Help
Topic: New Built In Shape?
Replies: 2
Views: 2616

New Built In Shape?

Hey norbo I was wondering if sometime in the future it would be possible to add a new special type object to the enigine. A Trianguler prisim Like this http://i.imgur.com/sr5k4.jpg And This http://en.wikipedia.org/wiki/Triangular_prism For doing dynamic ramps and slopes etc... Is the math for this d...
by Danthekilla
Mon Nov 01, 2010 12:00 am
Forum: Questions and Help
Topic: Triggering Sounds
Replies: 4
Views: 3303

Re: Triggering Sounds

I like the sound of that change in 15.0 any news on how its going?
by Danthekilla
Sat Oct 30, 2010 9:02 am
Forum: Questions and Help
Topic: Problems with BEPU in windows phone
Replies: 9
Views: 6914

Re: Problems with BEPU in windows phone

Well the first problem is that you need to test it on a device as the emulator can be up to 25 times faster than a device.
by Danthekilla
Sat Oct 23, 2010 12:41 pm
Forum: Suggestions
Topic: New Documentation Suggestion
Replies: 2
Views: 19568

Re: New Documentation Suggestion

I would try having another read around the forums too, I found heaps of stuff on the vehicle system on here and anything i didn't know i just asked and it was answered propmtly.
by Danthekilla
Tue Oct 19, 2010 11:21 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Here i have a little video of the problem, you might be able to see what i am doing wrong better. Here is the video http://www.youtube.com/watch?v=T1Jm5VLuIcI Everything visually matches the physics perfectly that you see here. The plank is Box(2f,0.25f,16,50) The 2 boxes are Box(1.95f,1.95f,1.95f,1...
by Danthekilla
Tue Oct 19, 2010 10:35 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Yes the plank is a box and the marble is a sphere, we have the solver set to space.SimulationSettings.CollisionResponse.Iterations = 12; space.SimulationSettings.TimeStep.TimeStepDuration = 1 / 60f; However the plank is resting on the edges of two platforms that are part of one static tri mesh.
by Danthekilla
Tue Oct 19, 2010 10:15 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Yes when our marble (which has a mass of 65) trys to ride over a 0.25 high plank which has a mass of 20 the marble can fall though and everything jitters alot, would this case be any better in .15?
Will .15 be using the same physics solver as .14 or is that a new/improved part of the engine.
by Danthekilla
Tue Oct 19, 2010 10:03 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Our main accuracy issues are with the static tri mesh and CCD's jiggling and we also have to run the simulation at all times even within edit mode with a timestep of 0.000001 which the engine doesn't like... So yes all of these improvments would help tremendously expesially the static tri mesh accur...
by Danthekilla
Tue Oct 19, 2010 9:22 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Ahh ok i was just wondering as we are having a few accuracy issues in the game.

But yer we are assumeing that it won't be, it would be nice but yer can probably just increase the accuracy or time stepping so yer.
by Danthekilla
Tue Oct 19, 2010 8:56 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

Hey norbo i was just wondering when the .15 could maybe be out? any chance before the 9th of november?
Any idea on what kind of performance or accuracy differences we might see?

As our phone game is very physics heavy as you know so any benifits would be great.
by Danthekilla
Thu Oct 14, 2010 12:38 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638963

Re: Version Roadmap

This is great to hear :)