Search found 43 matches
- Thu Sep 18, 2014 9:08 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 27966
Re: Infinite Update function
I added BEPU sources to my projects, added some trace to Space.Update and found that we going into Solver.Update -> protected override void UpdateMultithreaded(). So, somethere here we are stucking. protected override void UpdateMultithreaded() { ParallelLooper.ForLoop(0, solverUpdateables.Count, mu...
- Thu Sep 18, 2014 4:46 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 27966
Re: Infinite Update function
Hm, will try to debug it, and wrote about results, but anyway, you told what I need to call event handlers from same thread as call Update method?
- Wed Sep 17, 2014 11:37 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 27966
Infinite Update function
Hi. I faced the following problem. I am using separate thread to update the physical world, running this method in separate thread : public void Run() { try { Stopwatch Timer = new Stopwatch(); Timer.Start(); IsRunning = true; while (IsRunning) { Log.DebugFormat("Updating physics thread");...
- Tue Sep 16, 2014 9:33 am
- Forum: Questions and Help
- Topic: Physical contacts and impulses
- Replies: 3
- Views: 19175
Re: Physical contacts and impulses
Sorry, for long silence, worked with level design, and didn't touch player. Thanks for answer, will try yor advices and tell about results.
- Fri Sep 12, 2014 9:48 am
- Forum: Questions and Help
- Topic: Physical contacts and impulses
- Replies: 3
- Views: 19175
Physical contacts and impulses
Hi, I continuing my work on my game using this engine and I have few questions about contacts detecting and impulses. In my game players fight with each other. So, one of the ways to destroy opponent - shot a rocket and hit enemy. I have implemented this functionality using ContactCreated event. The...
- Mon Sep 01, 2014 6:45 am
- Forum: Questions and Help
- Topic: Terrain or space physical propeties
- Replies: 13
- Views: 35100
Re: Terrain or space physical propeties
Ok, here is the video of issue in game.
We spawn player (CharacterController) above the ground and then it going down. And fall throught ground. I will try to reproduce this on BepuDemo project and tell about results.
We spawn player (CharacterController) above the ground and then it going down. And fall throught ground. I will try to reproduce this on BepuDemo project and tell about results.
- Fri Aug 29, 2014 9:14 am
- Forum: Questions and Help
- Topic: Terrain or space physical propeties
- Replies: 13
- Views: 35100
Re: Terrain or space physical propeties
Thanks for the reply! The CharacterController's bounding box extends above and below the actual character body to detect stepping opportunities, so it is not a good representation of the shape itself. Maybe it is not good representation, but I done this for one reason. In my application I synchroniz...
- Thu Aug 28, 2014 10:57 am
- Forum: Questions and Help
- Topic: Terrain or space physical propeties
- Replies: 13
- Views: 35100
Terrain or space physical propeties
Hi, I have question about terrain character controller and their collision. So, I am creating terrain : foreach (BPTerrain CurrentTerrain in Terrains) { var Data = new float[CurrentTerrain.Width, CurrentTerrain.Height]; for (int i = 0; i < CurrentTerrain.Height; i++) { for (int j = 0; j < CurrentTer...
- Wed Aug 20, 2014 3:52 pm
- Forum: Questions and Help
- Topic: Abount quaternions and rotation
- Replies: 4
- Views: 20976
Re: Abount quaternions and rotation
Ok, now I got it. I think. I fixed issue with rotating, problem was in normalizing second vector. As Norbo mentioned in his post. And now my character is rotating very well, but I found one thing. Seems like engine in some reasons known only to it :) , some times or every update cycle just drop Body...
- Wed Aug 20, 2014 5:00 am
- Forum: Questions and Help
- Topic: Abount quaternions and rotation
- Replies: 4
- Views: 20976
Re: Abount quaternions and rotation
Thanks for the answer! Looks like I worked in totaly wrong way all this time. :? Okey. I will try to fix this out. But I have some more questions. 1. I tried to use HorizontalMotionConstraint first. But I didn't found any way to set the speed of moving. I can set any vector, looks like HorizontalMot...
- Tue Aug 19, 2014 10:53 am
- Forum: Questions and Help
- Topic: Abount quaternions and rotation
- Replies: 4
- Views: 20976
Abount quaternions and rotation
Hi, I working with BEPU engine for a while and have some questions about it. 1. I am using BEPUPhysics for server-side physics engine, and in the other hand - Unity to draw everything on client side. So, from client come request to move player in some direction (in other words it send request with d...
- Tue Aug 05, 2014 5:30 am
- Forum: Questions and Help
- Topic: User aim functionality.
- Replies: 2
- Views: 2700
Re: User aim functionality.
Ok, thanks for reply.
I think I will try make a multiply raycasts on the aiming area.
I think I will try make a multiply raycasts on the aiming area.
- Mon Aug 04, 2014 9:58 am
- Forum: Questions and Help
- Topic: User aim functionality.
- Replies: 2
- Views: 2700
User aim functionality.
Hi, I just started to work with BEPUPhysics and have one question about it. I created a CharacterController (it have property - Body it represent physical body of character). So, I need ability to detect then one player got other body in aim. But my aim is not a crosschair it is a something like thi...