Search found 32 matches
- 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...
- 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...
- 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
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
- 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)
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)
- 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...
- 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...
- 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!
Happy holidays!
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...
- 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)
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)
- 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...