Search found 4546 matches
- Fri May 01, 2009 8:35 pm
- Forum: Questions and Help
- Topic: ArgumentOutOfRangeException for space.Update(gameTime)
- Replies: 1
- Views: 2669
Re: ArgumentOutOfRangeException for space.Update(gameTime)
This is most likely a bug with the DynamicBinaryHierarchy broadphase. It attempts to grab the first entity out of a list under the assumption that there's an entity there, but this of course will fail if no entities are present. It's fixed in the upcoming version; until then, you can add a few entit...
- Thu Apr 30, 2009 7:10 pm
- Forum: Questions and Help
- Topic: Vehicle Control
- Replies: 2
- Views: 3241
Re: Vehicle Control
That project looks great! One way to do what you want is to change the inertia tensor inverse on two of the axes so that it can only rotate around one (as if it were 2D): Matrix inertiaTensorInverse = vehicle.body.localSpaceInertiaTensorInverse; inertiaTensorInverse.M21 *= 0; inertiaTensorInverse.M2...
- Wed Apr 29, 2009 7:06 pm
- Forum: Questions and Help
- Topic: CharacterController and Bounciness property
- Replies: 2
- Views: 3278
Re: CharacterController and Bounciness property
The subsequent hits probably don't get the body shape into contact with the ground, so there's nothing to bounce off of. Part of the character controller's job is to keep the body elevated some amount off the ground (which can be violated by hitting the ground with a large velocity since the body sh...
- Mon Apr 27, 2009 2:46 am
- Forum: Questions and Help
- Topic: Moving Physic-Objects
- Replies: 1
- Views: 3398
Re: Moving Physic-Objects
One way to do it is to set the linearVelocity based on how much you've moved it. For example, before you move, store the entity's internalCenterPosition. Move the object and get the difference between the new and old positions. Divide this vector by the timestep (space.simulationSettings.timeStep) a...
- Sun Apr 26, 2009 7:34 pm
- Forum: Questions and Help
- Topic: Strange camera visualization [RESOLVED]
- Replies: 2
- Views: 4424
Re: Strange camera visualization
I'm not entirely sure, but it looks like your RenderState.CullMode is opposite what the objects were built for, allowing you to see through their front faces. There might be some perspective issues as well, but it's a bit hard to tell.
- Thu Apr 23, 2009 6:41 pm
- Forum: Questions and Help
- Topic: Misunderstanding with Force
- Replies: 2
- Views: 3695
Re: Misunderstanding with Force
After one frame, only one timestep has elapsed. The default duration of a timestep is 1/60 seconds (.01666..). The force property is a bit of a misnomer at the moment as it shows the momentum change of the last frame, which is the timestep times the total force applied, or 9.81/60 = .1635. I'll clar...
- Thu Apr 23, 2009 8:28 am
- Forum: Questions and Help
- Topic: Terrain collision returns infinity...
- Replies: 3
- Views: 4129
Re: Terrain collision returns infinity...
Thanks for the information, I'll investigate further and fix any bugs for v0.10.0.
- Thu Apr 23, 2009 5:04 am
- Forum: Questions and Help
- Topic: OBB-OBB or OBB-Capsule: Which is faster?
- Replies: 4
- Views: 5000
Re: OBB-OBB or OBB-Capsule: Which is faster?
The engine isn't based on any single resource; it basically evolved over time with independent work and varied research. I've learned quite a few valuable concepts from resources/information put out there by people like David Baraff, Erwin Coumans, Erin Catto, Gino van den Bergen, Christer Ericson, ...
- Thu Apr 23, 2009 12:00 am
- Forum: Questions and Help
- Topic: Terrain collision returns infinity...
- Replies: 3
- Views: 4129
Re: Terrain collision returns infinity...
Your project looks great! In some quick tests I couldn't seem to replicate the issue so I'll just try to collect some diagnostic information; are you using version 0.9.0? What kind of scaling does the terrain have (I.E. how large are individual triangles)? Does it occur at the meeting between differ...
- Wed Apr 22, 2009 9:32 am
- Forum: Questions and Help
- Topic: OBB-OBB or OBB-Capsule: Which is faster?
- Replies: 4
- Views: 5000
Re: OBB-OBB or OBB-Capsule: Which is faster?
The best way to find out would be to test your specific scenario, but they should be comparable. The algorithm doesn't do anything remarkably different for different types of shapes, but some contours can take longer to converge. MPR tends to work pretty well with both traditional polytope style obj...
- Tue Apr 21, 2009 6:36 pm
- Forum: Questions and Help
- Topic: Controlled Physics
- Replies: 14
- Views: 10636
Re: Controlled Physics
Just about, it's:
(Entity).localSpaceInertiaTensorInverse = Toolbox.zeroMatrix;
(Entity).localSpaceInertiaTensorInverse = Toolbox.zeroMatrix;
- Mon Apr 20, 2009 9:51 pm
- Forum: Questions and Help
- Topic: intelligent camer
- Replies: 4
- Views: 4863
Re: intelligent camer
Since StaticTriangleGroup triangles 'come alive' when entities' bounding boxes approach, you can create and maintain the position of a ghost entity which somehow represents or contains the camera path. A big box would do the job. The now living triangles will be in the controllers list of the ghost ...
- Thu Apr 16, 2009 6:31 pm
- Forum: Questions and Help
- Topic: Character falls too slow
- Replies: 2
- Views: 3551
Re: Character falls too slow
The easiest way would be increasing gravity (space.simulationSettings.gravity). Chances are the 'slowness' you notice is caused by the character controller being quite large compared to a real human, so the default 9.81 m/s/s isn't sufficient to give the same effect. Shrinking the character would ad...
- Wed Apr 15, 2009 5:12 pm
- Forum: Questions and Help
- Topic: Help with applying angular impulses and order of operation
- Replies: 2
- Views: 3605
Re: Help with applying angular impulses and order of operation
Applying impulses will only immediately change velocities and momentums; if you look at the internalAngularVelocity or internalAngularMomentum they should change. The orientation matrix is updated only when the position is calculated for a new timestep in the update method. Additionally, the applied...
- Sat Apr 11, 2009 10:36 pm
- Forum: Questions and Help
- Topic: Possible to query for list of contacts w/StaticTriangleGroup
- Replies: 1
- Views: 3043
Re: Possible to query for list of contacts w/StaticTriangleGroup
While you can't get the contacts directly (they aren't any when the objects are resting on a STG, actually), you can do a brute force activation on all entities within a bounding box. Grabbing the StaticTriangleGroup.triangleMesh.hierarchy.boundingBox and querying the broadphase with space.broadphas...