Search found 136 matches

by Danthekilla
Fri Jun 01, 2012 2:29 am
Forum: General
Topic: BEPUphysics v1.2.0 released!
Replies: 16
Views: 20803

Re: BEPUphysics v1.2.0 released!

Wow nice update, I just put out a new version of craftworld out yesterday... The 10 fold speed up in removing items from the dynamic herachy would have complemented the way we do our physics nicely. I'll update us to 1.2 today. What's next on the bepu todo list? I would love to see that blog post yo...
by Danthekilla
Thu May 03, 2012 11:17 am
Forum: Questions and Help
Topic: Crash in DeactivationManager
Replies: 2
Views: 5081

Crash in DeactivationManager

I got most of the details It happened on a collision between the player controller and an arrow, on the collision I create a weld joint.

Here are the details
http://i.imgur.com/ezm7l.jpg
by Danthekilla
Thu May 03, 2012 8:23 am
Forum: Questions and Help
Topic: Problem with multiple character controllers
Replies: 10
Views: 6076

Re: Problem with multiple character controllers

The development version is now updated: http://bepuphysics.codeplex.com/SourceControl/network/forks/RossNordby/Development Umm this is fantastic... I literally just gave up on fixing this my self and came to the forums to see if anyone else had issues with using a mix of CharacterController and Sph...
by Danthekilla
Thu May 03, 2012 8:23 am
Forum: Questions and Help
Topic: Question about CharController and NAN error
Replies: 2
Views: 5150

Question about CharController and NAN error

Hey everyone :) I hope all is well! What are the pros and cons between the "SimpleCharacterController" and the "SphereCharacterController" ? I see they are both less featured and complex than the full CharacterController but what the performance and quality differences between th...
by Danthekilla
Fri Mar 16, 2012 7:34 am
Forum: Questions and Help
Topic: Compound AddBody Function Removed?
Replies: 1
Views: 2023

Compound AddBody Function Removed?

Hey does anyone have an implimentation for CompoundBody.AddBody() and RemoveBody()? It seems to have been re-written since .15 etc... and is something that we need quite badly... Looking over the old code it seems fairly simple how it was doing it, but the CompoundBody code is VERY different now and...
by Danthekilla
Mon Feb 27, 2012 6:17 am
Forum: Questions and Help
Topic: Issues with Bepu player controller
Replies: 2
Views: 2328

Re: Issues with Bepu player controller

Thats what I thought too, but I already tried turning that off.

Ill figure it out eventually ;)
by Danthekilla
Mon Feb 27, 2012 5:59 am
Forum: Questions and Help
Topic: Issues with Bepu player controller
Replies: 2
Views: 2328

Issues with Bepu player controller

Hey I have just been converting my game over to using the Bepu camera which I did easy enough. Then I have replaced my player controller with bepus and everything works except for all my FPS rendering (think a gun in the player hands) is off whenever the player moves... It quickly (300ms) moves back...
by Danthekilla
Sat Apr 02, 2011 6:42 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 637932

Re: Version Roadmap

so level loading should go a lot faster in the new version if you were bottlenecked by hierarchy construction :) This is brillient, we were very much bottlenecked by this as we are constantly rebuilding lots of static tri meshes. However we are also already memory bottlenecked on the xbox and wp7.....
by Danthekilla
Mon Mar 14, 2011 1:55 pm
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Released!

I posted about the new and awesome Bepu on the sunburn forums, I imagine that many people will move from there little physics engine to this now.

People seem to love it so far.
by Danthekilla
Mon Mar 14, 2011 8:21 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Released!

Norbo wrote:Updated to reflect the release of v0.15.0. Go to http://www.bepuphysics.com!

WOW!

Amazing work, this is really great.

I did not expect it to go open source at all!

:)
by Danthekilla
Fri Mar 11, 2011 12:54 pm
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Early Beta

Updated to Beta 30: -Changed a whole bunch of namespaces around and put classes where they belong in the hierarchy. This process will finish at the same time as the XML documentation gets done (see below). -Added a large amount of XML documentation. Only a few thousand comments to go. -Unlocked Ste...
by Danthekilla
Fri Feb 25, 2011 4:53 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Early Beta

Also one other thing I was going to ask you is what kind of overheads are there in creating new static tri meshes? What are the steps that bepu must undergo from me createing a static tri mesh to it being fullyintergrated into the broadphase and working? Are there any things that can be changed or o...
by Danthekilla
Fri Feb 25, 2011 4:28 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Early Beta

Cool because I have over 1000,000 vertices sitting in memory already for the game and it would just be good to not have to rebuild physics vertices and graphics verts too when a region changes... Also are static tri meshes editable? (I know heightmaps are but we need tunnels and overhanging cliffs) ...
by Danthekilla
Fri Feb 25, 2011 4:17 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Early Beta

I wonder if it would be possible to use a Vertice List/Array? If you mean like a TriangleMesh that accepts VertexPositionNormalTextures or something similar, then no, not by default. But if you find it valuable, you won't have to wait on me to add it in once v0.15.0 is completed. Well I was thinkin...
by Danthekilla
Fri Feb 25, 2011 3:14 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154947

Re: v0.15.0 Early Beta

RyanGadz wrote:
Norbo wrote: Being able to directly use a Vector3/int array for vertices rather than creating a duplicate also helps keep it down.
yay! thank you
I wonder if it would be possible to use a Vertice List/Array?