Search found 99 matches

by tomweiland
Wed May 22, 2019 3:57 am
Forum: Questions and Help
Topic: Bepu v2 Character Controllers
Replies: 89
Views: 474049

Bepu v2 Character Controllers

So I'm about to start working on a character controller, and I'm looking for some guidance. I previously wrote a super basic one that simply applies velocity based on input, but this is obviously a terrible approach considering that if a key is held down the player will eventually walk right through...
by tomweiland
Wed May 22, 2019 1:38 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

Norbo wrote: Wed May 22, 2019 1:09 am dxdiag's System tab has a "DirectX Version" field you can check. The per display device tabs also include information such as what feature levels are supported.
I have DX 11.
by tomweiland
Wed May 22, 2019 12:46 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

I could use a blender file too, just anything I can use to reproduce the issue locally. I was actually just extracting the vertices and indices from a Unity cube and pasting them into a .txt file which I read in the program with Bepu integrated. Maybe it's an issue with my code, but you said that w...
by tomweiland
Wed May 08, 2019 11:18 pm
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

That is indeed odd. If you have a .obj file that reproduces the issue, I could stick it into the demos and see if it behaves the same. Could the file format affect behaviour in some way? I don't have a .obj file - since my client runs in Unity, I have the blender file directly in there, and I just ...
by tomweiland
Wed May 08, 2019 5:52 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

Hmm I see what you're saying. At what point does it become unfeasible/"not possible" to use a combination of simple colliders to approximate a mesh? The mesh I'm using is for the hull of a ship (about 270 vertices, needs to be dynamic), so it's pretty round and would require quite a few bo...
by tomweiland
Wed May 08, 2019 3:20 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

(I'm a bit surprised that works at all, actually- compounds don't technically support nonconvex child shapes like the Mesh. Unless you mean adding the triangles individually.) This might explain it...the mesh collider that I'm able to collide with is convex (by nature, I haven't set anything to con...
by tomweiland
Wed May 08, 2019 2:25 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

This is probably a relatively simple process, but I haven't actually ever run any of the demos. When I run the Demos solution, I just get a console window :? On a side note, when I add the meshes (the ones I was actually trying to use, not the cube) to a compound, I can collide with them (or at leas...
by tomweiland
Wed May 08, 2019 2:02 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

I suspect it's related to winding- triangles are one sided, so only collisions coming from the direction that views the triangle as wound clockwise actually generate contacts. This did occur to me so I tried using _triangleBuffer[_triangleIndex] = new Triangle(_vertices[_indices[i + 2]], _vertices[...
by tomweiland
Wed May 08, 2019 12:43 am
Forum: Questions and Help
Topic: Bepu 2 mesh shape causes crash!
Replies: 26
Views: 75782

Re: Bepu 2 mesh shape causes crash!

Hey, I'm in a very similar situation. I'm also trying to get a mesh to work properly, however it's not causing a crash for me. Instead, nothing seems to collide with it. That, or it's not placing the mesh where I tell it to (I'm using BepuPhysics server side so I don't have a direct visual represent...