Search found 92 matches
- Fri Sep 09, 2016 10:13 pm
- Forum: Questions and Help
- Topic: Border between two spaces
- Replies: 5
- Views: 5394
Re: Border between two spaces
Welllllllllp I did research based on your suggestion. Turns out modern processors are just as fast if not faster calculating doubles than floats, excluding tiny amounts of memory usage. I did a test run of BEPU s/float/double, and after fixing your terrifying entity state manager write buffer thingy...
- Sun Sep 04, 2016 6:53 am
- Forum: Questions and Help
- Topic: Border between two spaces
- Replies: 5
- Views: 5394
Re: Border between two spaces
Let me explain my situation a bit better. The world is NOT going to be a million by a gerjillion wide actively loaded and calculating. I don't intend to run off a supercomputer here. The world is going to be some smattering of activity at -10000 units, and perhaps some at 234567 units and so on. As ...
- Sat Sep 03, 2016 2:06 am
- Forum: Questions and Help
- Topic: Border between two spaces
- Replies: 5
- Views: 5394
Border between two spaces
HHaHAHahahAHAhaHAHaHAhA I'm insane and so is this post, so bear with me a little... I have a problem. I have a /really big/ area to cover. Way bigger than a Vector3 of floats can cover, unfortunately. So I came up with a plan: Make a big grid of spaces that generate and destruct as you enter or leav...
- Fri Jun 10, 2016 10:10 am
- Forum: Questions and Help
- Topic: Keeping an object facing a specific direction using forces
- Replies: 2
- Views: 4312
Re: Keeping an object facing a specific direction using forc
Oh side note, I donated $50 to BEPU. It's a small fraction of what you deserve for the amazing help you've given (not to mention building an amazing physics engine in the first place), but it's a start
One day maybe I'll be rich from selling games, and you'll get a fair piece of the pile
One day maybe I'll be rich from selling games, and you'll get a fair piece of the pile
- Fri Jun 10, 2016 9:33 am
- Forum: Questions and Help
- Topic: Keeping an object facing a specific direction using forces
- Replies: 2
- Views: 4312
Keeping an object facing a specific direction using forces
Time to ask a general physics coding question in the forum for the specific physics engine in use even though a mathematical forum might make more sense... were a quality one to exist :/ So I have an object floating in the air. This object can be knocked about by any number of exterior factors. This...
- Sun May 15, 2016 11:38 am
- Forum: Questions and Help
- Topic: Steps to build a custom entity shape
- Replies: 3
- Views: 5297
Re: Steps to build a custom entity shape
So I have no idea what I actually did wrong in my code, but I realized the general concept was wrong. I rewrote my custom entity shape to use GroupPairHandler instead of StandardPairHandler. It simplified the code a fair bit, after optimizing for limitations of the physics engine. As a quick aside: ...
- Sun May 15, 2016 2:29 am
- Forum: Questions and Help
- Topic: Steps to build a custom entity shape
- Replies: 3
- Views: 5297
Steps to build a custom entity shape
As I dig myself further into this neat little hole... I want to build a custom entity shape - one that is non-convex and generally a giant mess of weird-shaped-ness. What are the proper steps to go about doing this? I have made an initial series of attempts of course...: - I have the shape object. -...
- Fri Mar 18, 2016 12:11 pm
- Forum: Questions and Help
- Topic: Detecting and measuring impact force
- Replies: 1
- Views: 3647
Detecting and measuring impact force
Through simple usage of BEPU's proper feature set, we can do this: Body.CollisionInformation.Events.ContactCreated += Events_ContactCreated; void Events_ContactCreated(EntityCollidable sender, Collidable other, CollidablePairHandler pair, ContactData contact) { ... } and in that event code, we can d...
- Fri Mar 18, 2016 11:56 am
- Forum: Questions and Help
- Topic: How to best go about debugging laggy physics
- Replies: 1
- Views: 3331
How to best go about debugging laggy physics
You know what's fun? When everything is broken and you don't know why! Every once in a while, as I reload my project too many times, some unknown piece of data is getting corrupted and causing BEPU to eat far more CPU than should ever happen, as seen here: http://i.imgur.com/U1YGvXU.png That reduces...
- Tue Jan 12, 2016 1:31 pm
- Forum: Questions and Help
- Topic: ConvexHullShape error
- Replies: 3
- Views: 4393
Re: ConvexHullShape error
Ooh. That fixed it, thanks!Lars wrote:Hi,
try this line before creating the new ConvexHullShape
Code: Select all
ConvexHullHelper.RemoveRedundantPoints(vertices);
Now the question is why is that necessary to do in my own code?
- Tue Jan 12, 2016 8:41 am
- Forum: Questions and Help
- Topic: ConvexHullShape error
- Replies: 3
- Views: 4393
ConvexHullShape error
So I'm constructing a ConvexHullShape with this code: List<Vector3> vertices = GetCollisionVertices(input); for (int i = 0; i < vertices.Count; i++) { SysConsole.Output(OutputType.INFO, "VERT: " + vertices[i]); } return new ConvexHullShape(vertices); Simple and straight forward. I got this...
- Sun Dec 27, 2015 9:31 am
- Forum: Questions and Help
- Topic: new tutorials
- Replies: 4
- Views: 6439
Re: new tutorials
All the links on https://infiniteproductionsblog.wordpre ... tutorials/ are log-in requiring links as well, making the whole of the tutorials inaccessible.
EDIT: oh and you have wordpress configured to give informational text in French, yet the actual contents are in English.
EDIT: oh and you have wordpress configured to give informational text in French, yet the actual contents are in English.
- Fri Nov 27, 2015 7:13 am
- Forum: Suggestions
- Topic: Entities/constraints hierarchy
- Replies: 3
- Views: 24184
Re: Entities/constraints hierarchy
I keep physics separate from game in my creation. Basically, I can do: Entity ent = new CarEntity(); MyRegion.Add(ent); and I've got an entire functional car there and spawned :) Entity, CarEntity, and Region are all classes I own, and all have custom methods. EG Entity is abstract and has SpawnBody...
- Sun Nov 15, 2015 1:32 pm
- Forum: Questions and Help
- Topic: I'm insane, please help me add to your engine
- Replies: 9
- Views: 7615
Re: I'm insane, please help me add to your engine
Aha! I figured out my issue with the character interacting wrong... I, er, replaced a ">=" with a ">" on a line. Funny how the tiniest changes create the biggest, most confusing errors. Now it works near perfectly :D As far as mathematical accuracy et al, it's just about perfect....
- Sat Nov 14, 2015 9:07 am
- Forum: Questions and Help
- Topic: I'm insane, please help me add to your engine
- Replies: 9
- Views: 7615
Re: I'm insane, please help me add to your engine
You are absolutely amazing! Thank you so much! Like I can't even express how thankful I am. After we get this fully working, I am fully willing to repay you however I can. (I'm skilled with using OpenGL through OpenTK and could help rewrite the demos to that or something since I believe you said you...