Search found 32 matches

by KakCAT
Wed Feb 20, 2019 10:40 pm
Forum: Questions and Help
Topic: [v2]pointer to a managed type problem
Replies: 2
Views: 7885

[v2]pointer to a managed type problem

I'm trying to create a brand new project (so far I've only been playing inside the Demos project) using MonoGame and Bepu 2. When creating an INarrowPhaseCallbacks to feed the Simulation object, I'm getting those errors: error CS0208: Cannot take the address of, get the size of, or declare a pointer...
by KakCAT
Wed Feb 20, 2019 12:36 pm
Forum: Questions and Help
Topic: [v2]Disable threading
Replies: 2
Views: 7852

[v2]Disable threading

Hi Norbo! I'd like to disable threading in v2 for debugging purposes, in the default bepu2 Demos.sln . I've deduced from the deterministic documentation that it's just a matter to avoid passing ThreadDispatcher to Simulation.Update However when I do that, an Assert fail appears in Buffer.cs here: De...
by KakCAT
Wed Feb 20, 2019 11:32 am
Forum: Questions and Help
Topic: [V2] Could not load file or assembly System.Numerics.Vectors
Replies: 2
Views: 9056

Re: [V2] Could not load file or assembly System.Numerics.Vectors

Hi Alex,

I don't know if this is the case, but BadImageFormatException is very often a problem when mixing 32 bits and 64 bits:

https://stackoverflow.com/questions/159 ... on-c-sharp
by KakCAT
Mon Feb 18, 2019 7:09 pm
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 19721

Re: v2 documentation suggestion

thanks for the answer, it's pretty clear now. I've been using the mesh term incorrectly.

Is there a planned specialized terrain in v2 (like BEPUphysics.BroadPhaseEntries.Terrain) or should I be using Meshes for terrain? (I haven't read anything about terrains in the roadmap)
by KakCAT
Wed Jan 30, 2019 9:52 am
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 19721

Re: v2 documentation suggestion

thanks for the answer :) The idea of the feature request is knowing when convex hulls area ready without pinging you and making you lose time :) Yes, I try to use spheres, boxes and simple shapes but very often I find it impossible to decompose an object and I resort to using convex hulls a lot. One...
by KakCAT
Fri Jan 25, 2019 10:52 am
Forum: General
Topic: v2 documentation suggestion
Replies: 5
Views: 19721

v2 documentation suggestion

Hi, The main page of bepu2 github describes the features of the beta, what contains and what doesn't. I think it'd be really useful if you included a small section about what is already implemented in the master branch (or not even a section, just an asterisk and saying that features marked as aster...
by KakCAT
Mon Dec 24, 2018 1:02 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 6040

Re: [v1]"Scaled" convex hull

thanks for the answer! I have a little problem with the center but I think it's an error in my code. Other than that it's working well!

Happy holidays!
by KakCAT
Tue Dec 18, 2018 12:16 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 6040

Re: [v1]"Scaled" convex hull

hi Norbo, thanks a lot for your answer! I've got number 2) working, now I'm working on 1) and I've decided to go the ComputeShapeDistribution way you described. My idea is mixing 2) and 1) , please tell me if I'm wrong: I get the hull vertices from question 2 and I scale them. Then I want to create ...
by KakCAT
Mon Dec 17, 2018 3:20 pm
Forum: Questions and Help
Topic: [v1]"Scaled" convex hull
Replies: 4
Views: 6040

[v1]"Scaled" convex hull

Hi! I have an object that is randomly scaled through the game. Right now I'm calculating all the vertices with the scale applied, and using new ConvexHullShape (vertexList) to create it. This is of course a waste of time, because I'm calculating the convex hull every time (it's not fast and I do it ...
by KakCAT
Wed Jun 27, 2018 9:05 pm
Forum: Questions and Help
Topic: Need advice in several issues
Replies: 3
Views: 3513

Re: Need advice in several issues

Hi Norbo, thanks a lot for your answers! Unfortunately the horse can't be fixed with AI, as the main problem is the player controlled character walking around (and through) the horse. But this gave me some ideas for NPCs 1&2 For type 1: There's no need to not be able to push the player: As soon ...
by KakCAT
Sun Jun 24, 2018 8:46 pm
Forum: Questions and Help
Topic: Need advice in several issues
Replies: 3
Views: 3513

Need advice in several issues

Hi, I'm trying to integrate physics to a jRPG and I'm having a hard time with NPCs because I have no real experience when it comes to physics integration. My main problem is that I have several NPC behaviours and I don't know what's the best approach physics-wise to implement. I've been playing and ...
by KakCAT
Sun Jun 24, 2018 10:12 am
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 6
Views: 4820

Re: [v1]Scaled cylinder

Thanks, I'm using a convex hull for the cylinder now, it works and will be more portable to v2 :)
by KakCAT
Sat Jun 23, 2018 11:56 pm
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 6
Views: 4820

Re: [v1]Scaled cylinder

thanks for such a fast answer! I'll be porting to v2 as soon as it's stable and gets a character controller, so the v2 bit is important. I use that cylinder (and other shapes) for triggering, so I could use DetectorVolume instead. Is DetectorVolume (or something similar) being "ported" to ...
by KakCAT
Sat Jun 23, 2018 10:48 pm
Forum: Questions and Help
Topic: [v1]Scaled cylinder
Replies: 6
Views: 4820

[v1]Scaled cylinder

Hi,

is is possible to have a scaled Cylinder (with different scale values in axis X and Z) so that , seen from the top, it's an oval instead of a circle, (via the Cylinder entity)
by KakCAT
Mon Sep 21, 2015 10:54 am
Forum: General
Topic: Blog post: Blazing Fast Trees
Replies: 6
Views: 21922

Re: Blog post: Blazing Fast Trees

Hi Norbo, the results seem impressive so far. I see the tests have been done in a quite powerful processor. Do you think the improvements in less powerful processor or even mobile devices (I'm mainly using Windows Phone with MonoGame) would be similar, or there'd be a big impediment in this new vers...