Search found 4546 matches
- Sun Feb 24, 2008 8:29 am
- Forum: General
- Topic: Buoyancy Video
- Replies: 0
- Views: 33253
Buoyancy Video
Between releases, I plan to start releasing minor media updates to this forum, giving everyone a better idea of what's being done on the next version. For the first installment, I present to you: Buoyancy! http://www.youtube.com/watch?v=FCcQW1E_8Zc Edit: I suppose it would be a good thing to make th...
- Sun Feb 24, 2008 2:13 am
- Forum: Questions and Help
- Topic: Moving physics objects manually
- Replies: 2
- Views: 7936
Re: Moving physics objects manually
Thanks for trying it out :D The rotation matrix field of entities is actually a derived value based on the rotation quaternion; changing it will adjust a display relying on the rotation matrix for information but leave the actual simulation largely unaffected. Instead, you can change the orientation...
- Sat Feb 16, 2008 9:52 pm
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12292
Re: XBOX
Had me worried there! But, if you'd like, I could give you the roughly expected speed given your physics setup (number of objects, how much interaction between them , etc.)- running the demos on my xbox, there is quite a significant difference in performance. For comparison, my Q6600 versus the Xbox...
- Mon Feb 11, 2008 8:35 pm
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12292
Re: XBOX
Yup, though the references still had to be manually switched out. It's a pretty handy tool!
- Mon Feb 11, 2008 6:56 am
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12292
Re: XBOX
Yup, just a problem with the references. I've gotten it running on my shiny new Xbox360; the downloads section has the new .dll.
The Xbox360 was a necessary investment for future development anyway, I was being a bit lax by not already having one.
The Xbox360 was a necessary investment for future development anyway, I was being a bit lax by not already having one.
- Sun Feb 10, 2008 10:59 pm
- Forum: Questions and Help
- Topic: XBOX
- Replies: 12
- Views: 12292
Re: XBOX
Hmm, this is problematic. I haven't yet tested it (no Xbox360), so I'm not sure where the incompatibility could be. I'm heading out now to grab one (I need to do this regardless), and I'll do some research as fast as I can to see what needs to be done. As I get everything set up on this end, could i...
Re: version 4
Thanks
- Fri Feb 08, 2008 10:05 pm
- Forum: General
- Topic: performances
- Replies: 2
- Views: 19033
Re: performances
If you don't have a SM3.0 card, it defaults to CPU instancing, which is actually still faster than how it was done before. My GPU-less laptop runs all of the demos at much higher framerates than v0.3.0 demos (except the ones including newly highly triangulated stuff, like "Ball Pit" and &q...
- Fri Feb 08, 2008 9:59 pm
- Forum: Questions and Help
- Topic: demos bug?
- Replies: 4
- Views: 8048
Re: demos bug?
If they (or at least one of the two) aren't typecast, it does indeed do integer division. While this is a bug, I won't be fixing it immediately with a 0.4.2 because the Space class automatically takes 0 values and sets them to .0166667.
- Fri Feb 08, 2008 9:55 pm
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17290
Re: rendering display objects
Yup; if you want to see it for yourself, you can open up the demos source and set the number of boxes along the base to 300 (instead of the default 20).Zukarakox wrote:.1 - .2 on his computer, .02 or something on mine >.>
- Fri Feb 08, 2008 6:03 am
- Forum: Questions and Help
- Topic: Known Bug: Crash in demos on simulation switch
- Replies: 1
- Views: 6118
Re: Known Bug: Crash in demos on simulation switch
Alright, the new version should take care of it.
- Thu Feb 07, 2008 3:41 am
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17290
Re: rendering display objects
Yeah, I replaced the super pyramid. The six tiny little balls were almost invisible, so I re-rendered it with more obvious destruction. That, and stuff was falling off the side due to the platform being too small. The three videos are in the media section, or for quicklinkness: http://youtube.com/wa...
- Wed Feb 06, 2008 11:07 pm
- Forum: Questions and Help
- Topic: Known Bug: Crash in demos on simulation switch
- Replies: 1
- Views: 6118
Known Bug: Crash in demos on simulation switch
This is caused by the new shader instancing system in the demos; on some SM3.0 cards (two nVidia 6000 series tested so far), an OutOfVideoMemoryException will be thrown if simulations are changed too rapidly. There are two workarounds; wait a few seconds between switching simulations, or open up the...
- Wed Feb 06, 2008 8:49 pm
- Forum: Questions and Help
- Topic: Si an fps movement is possible with bepu ?
- Replies: 5
- Views: 8772
Re: Si an fps movement is possible with bepu ?
I'll see what I can do to make importing easier, and maybe add another specialized form of the StaticGroup for large numbers of triangles which would generate them during runtime based on vertex data (similar to heightmaps). Combining the two would make a model-based collision quite a bit easier. bt...
- Wed Feb 06, 2008 8:44 pm
- Forum: Suggestions
- Topic: Water Physics
- Replies: 4
- Views: 10870
Re: Water Physics
I plan on adding simple buoyancy into v0.5.0, but full dynamic water will come much later, probably after v1.0.0 (which should be the name of what would otherwise be called "v0.6.0").
Basically, once the fundamentals are all there, I'll start branching out into fun stuff.
Basically, once the fundamentals are all there, I'll start branching out into fun stuff.