Search found 38 matches

by diabloqfdb
Fri Jul 05, 2013 9:05 am
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16173

Re: How to activate entities around a physics change

Thanks for the reply! Clearing contacts worked great. I already have thickness assigned to my terrain. Can you make it really large? I have it around 2 meters right now. I'm back full time developing this project after a short break trying to port it to DirectX with C++. While I am more comfortable ...
by diabloqfdb
Wed Jul 03, 2013 10:35 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16173

Re: How to activate entities around a physics change

Thank you! Raising terrain level seems to work absolutely flawlessly as long as the terrain raise speed is not very high. In some limited testing it seemed to work very well with a bunch of object on on top of the other, both active and inactive entities. But lowering the terrain does not always wor...
by diabloqfdb
Wed Jul 03, 2013 7:08 pm
Forum: Questions and Help
Topic: How to activate entities around a physics change
Replies: 23
Views: 16173

How to activate entities around a physics change

Hi! I am trying to make entities react to semi-static physics entities change. This is almost always terrain, but sometimes some other static can disappear or move. This is a quite difficult task, so I decided to start fresh and easy, using raycast to determine the terrain intersection, updating the...
by diabloqfdb
Fri Feb 15, 2013 11:36 am
Forum: Questions and Help
Topic: InstancedModelDrawer eats tons of RAM
Replies: 7
Views: 5117

Re: InstancedModelDrawer eats tons of RAM

Finally solved the issues! It was my fault. Had to fix bugs all over the engine! Thank you very much for you support! Using StaticGroup reduced physics time considerably and currently there is no longer a reason to implement that complicated add/remove objects from space scheme. BEPUphysics is an ab...
by diabloqfdb
Thu Feb 14, 2013 11:55 am
Forum: Questions and Help
Topic: InstancedModelDrawer eats tons of RAM
Replies: 7
Views: 5117

Re: InstancedModelDrawer eats tons of RAM

Thanks for the info! A lot to consider and design! And as a parallel low priority task I started looking over SharpDX. And researching differences to SlimDX. I made a test and for 17000 objects, using StaticGroup and grouping those items in a 16x16 grid, where each grid has one StaticGroup. The only...
by diabloqfdb
Wed Feb 13, 2013 3:40 pm
Forum: Questions and Help
Topic: InstancedModelDrawer eats tons of RAM
Replies: 7
Views: 5117

Re: InstancedModelDrawer eats tons of RAM

OK, I can understand that. What is the main fork moving to? I know that XNA is dead and I am even tempted to move away from C# to straight DirectX with C++, but I am kind of attached to BEPU and the way physics behaves here. Another question: how can you handle tens of thousands of physics enabled o...
by diabloqfdb
Tue Feb 12, 2013 2:04 pm
Forum: Questions and Help
Topic: InstancedModelDrawer eats tons of RAM
Replies: 7
Views: 5117

InstancedModelDrawer eats tons of RAM

I am currently having problems with my game eating up both too much RAM in general and sometimes more than available. I am tracking down these issues which are probably mostly my fault, but I also detected that InstancedModelDrawer eats up tons of RAM. Loading just the physics for a 2048 heightmap (...
by diabloqfdb
Wed Nov 14, 2012 10:47 am
Forum: Questions and Help
Topic: Is there support for collision queries?
Replies: 3
Views: 3167

Re: Is there support for collision queries?

I tried number 3, but I'm not sure how to build the collision pair. I used a cast, but NarrowPhaseHelper.Intersecting gives me a null pointer exception. The StaticMesh is not added to the space. StaticMesh mod = new StaticMesh(game.meshes[I].physVer[0], game.meshes[I].physInd[0], t); List<BroadPhase...
by diabloqfdb
Tue Nov 13, 2012 11:56 am
Forum: Questions and Help
Topic: Is there support for collision queries?
Replies: 3
Views: 3167

Is there support for collision queries?

I am using raycasting to place objects into the world. Besides a few checks based on the ray, I would like to do full collision detection to make sure that the resulting StaticMesh does not collide with any existing objects. BEPU obviously has this collision information somewhere, so I was wondering...
by diabloqfdb
Tue Nov 13, 2012 11:52 am
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9744

Re: Collidable geoclipmapping terrain

Be sure to call the drawer's Update method too. Thank you! Calling Update did the trick! One more question: how come the renderer manages to draw the collision meshes without Z-fighting? Whenever I put two very similar shaped objects in the same place, I get Z fighting if they have different textur...
by diabloqfdb
Thu Nov 08, 2012 1:57 pm
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9744

Re: Collidable geoclipmapping terrain

The ModelDrawer- or more specifically, its subclass the InstancedModelDrawer- will do it. Watch out, though; it's designed for Reach and will have trouble drawing Terrains beyond a certain primitive count. I was not able to use InstancedModelDrawer. I have no problems with my models matching the co...
by diabloqfdb
Tue Oct 30, 2012 2:40 pm
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9744

Re: Collidable geoclipmapping terrain

Wow, I rewrote parts of the core of the terrain engine to generate smaller heightmap chunks in a format the BEPU expects instead of one big heightmap and now the creation of terrain collision information only takes up time, no longer eating memory. That is some very impressive implementation of terr...
by diabloqfdb
Fri Oct 26, 2012 9:07 am
Forum: Questions and Help
Topic: Collidable geoclipmapping terrain
Replies: 16
Views: 9744

Re: Collidable geoclipmapping terrain

Well the transition over to Terrain from StaticMesh is still problematic for me. Terrain only takes a array of heights and an AffineTransform as parameters. My terrain data is chunked, with each chunk containing absolute coordinates, so you don't need to use a world transform to get it into the righ...
by diabloqfdb
Wed Oct 24, 2012 12:41 pm
Forum: Questions and Help
Topic: CharacterController questions
Replies: 1
Views: 2130

CharacterController questions

I started using CharacterController from the demo in order to have physics based movement in the game. The first thing I did is replace my camera with the one from the demo. This was problematic and took some time and even now is not working quite properly. Raytracing from camera position/direction ...
by diabloqfdb
Wed Oct 24, 2012 8:31 am
Forum: Questions and Help
Topic: Problems with collision and fast objects
Replies: 9
Views: 5674

Re: Problems with collision and fast objects

Wow, even an ApplyScale of 5 makes collision of small objects very unstable and adds a lot of tunneling. Did not notice it before because I was testing only medium objects. Placing a barrel or table on a floor is fine, placing a fork on the table is not. Removing the ApplyScale call. Things are stab...