Search found 4546 matches
- Fri Feb 28, 2020 7:48 pm
- Forum: Questions and Help
- Topic: How precision of object in bepu
- Replies: 2
- Views: 12937
Re: How precision of object in bepu
In v2, collision detection is as close to the shape definition as numerically feasible. Some 'rounding' will be done in the sense that single precision floating point numbers have finite precision, but if you're working at scales of about 1 unit, the resulting errors would be significantly less than...
Re: Pools
Using the same pool for simulation and shapes in the simulation is fine, and probably best. Tracking which pool to use for disposing shapes could get annoying otherwise, and maximizing the use of one pool improves memory efficiency. (Pools preallocate blocks of memory, so if you have a bunch of pool...
- Sun Feb 23, 2020 8:17 pm
- Forum: Questions and Help
- Topic: hello there, new here
- Replies: 3
- Views: 13517
Re: hello there, new here
The github repo contains a demos application with dozens of examples and documentation. For example: https://github.com/bepu/bepuphysics2/blob/master/Documentation/GettingStarted.md There isn't any documentation or tutorial targeting users new to game development, physics engines, or the involved ma...
- Sun Feb 23, 2020 12:09 am
- Forum: Questions and Help
- Topic: hello there, new here
- Replies: 3
- Views: 13517
Re: hello there, new here
That's a pretty broad question, but at a high level, it's a rigid body physics engine, and it's very speedy. It's also important to note that it is not beginner friendly- the API is very low level and aimed at advanced users who want zero overhead access. If you don't have experience with that sort ...
- Wed Feb 19, 2020 9:46 pm
- Forum: Questions and Help
- Topic: V2 Constraits freeze axis question
- Replies: 1
- Views: 12036
Re: V2 Constraits freeze axis question
You can zero out a row of the body's inverse inertia tensor to lock rotation around a body's local axes. There is no equivalent body-intrinsic position lock; you can do similar things with constraints like the LinearAxisServo or, more approximately, just by setting the appropriate component of the p...
- Wed Feb 19, 2020 9:42 pm
- Forum: Questions and Help
- Topic: can convex hull have sink in point
- Replies: 2
- Views: 13950
Re: can convex hull have sink in point
Is convex hull can only make the smallest polygon that covers points. Yes, convex hulls are convex: https://en.wikipedia.org/wiki/Convex_polytope Any points not contributing to the outer surface are removed. If you want concave shapes, you'll need to create it out of multiple convex shapes in a Com...
- Wed Feb 19, 2020 9:27 pm
- Forum: Questions and Help
- Topic: Performance: Upgrade BEPU V1.5.1 to V2.1 and parallelization
- Replies: 1
- Views: 12270
Re: Performance: Upgrade BEPU V1.5.1 to V2.1 and parallelization
1.) Upgrade BEPU V1.5.1 to V2.1: What is your estimation about the performance improvements of the convex hull collision detections for our application? Do you have a gut feeling of the speedup? Hull-hull testing is one of the areas of smaller improvement from v1 to v2, but on an AVX2 capable machi...
- Tue Feb 18, 2020 7:01 pm
- Forum: Questions and Help
- Topic: [v1]Collision problem
- Replies: 5
- Views: 16463
Re: [v1]Collision problem
You can disable teleportation based stepping entirely in v1 by commenting the if here: https://github.com/bepu/bepuphysics1/blob/master/BEPUphysics/Character/CharacterController.cs#L611 Also, if you want to avoid having to modify the CC code, you can keep using the Cylinder shape and just increase i...
- Fri Feb 14, 2020 8:48 pm
- Forum: Questions and Help
- Topic: [v1]Collision problem
- Replies: 5
- Views: 16463
- Thu Feb 13, 2020 9:16 pm
- Forum: Questions and Help
- Topic: Rotating parts of compound body
- Replies: 32
- Views: 73287
Re: Rotating parts of compound body
Just a bit of a follow-up question: is there anything wrong with storing an instance of a SubgroupCollisionFilter and reusing that for multiple physics bodies? Would you recommend that or not? If I don't reuse filters, couldn't I theoretically have two bodies that belong to the same group and subgr...
- Thu Feb 13, 2020 7:52 pm
- Forum: Questions and Help
- Topic: Question about
- Replies: 8
- Views: 20733
Re: Question about
Yup!
- Wed Feb 12, 2020 5:51 pm
- Forum: Questions and Help
- Topic: Question about
- Replies: 8
- Views: 20733
Re: Question about
It doesn't actually order by mobility- results are reported as they are encountered during the ray traversal. The reason it appears to order by mobility is that the 'active' tree is tested first, followed by the 'static/sleeping' tree. The RayCast does not, by itself, do any filtering or ordering. I...
- Mon Feb 10, 2020 7:43 pm
- Forum: Questions and Help
- Topic: Collidable type of floor (dynamic holes and with platforms)
- Replies: 3
- Views: 13012
Re: Collidable type of floor (dynamic holes and with platforms)
2. well, simpel but, if there are objects on there, there will fall, if the mesh is removed right? I don't know how fast the mesh is recreated, but maybe this could be result in strange behaviours. The new mesh should be added before the simulation continues to run. From the perspective of the simu...
- Mon Feb 10, 2020 5:39 pm
- Forum: Questions and Help
- Topic: Collidable type of floor (dynamic holes and with platforms)
- Replies: 3
- Views: 13012
Re: Collidable type of floor (dynamic holes and with platforms)
Some options, not mutually exclusive: 1) Use multiple colliders. For areas where you might want to put a hole, use a separate collider that you can simply remove. 2) Use a triangle mesh. When you want to change it, just create a new triangle mesh, remove the old one, add the new one. 3) Use a triang...
- Fri Feb 07, 2020 4:09 pm
- Forum: Questions and Help
- Topic: Question about
- Replies: 8
- Views: 20733
Re: Question about
Sorry, not sure what the context is here.But another question it walk able even no ground