Awesome - just pulled the latest dev revision, that static mesh demo #10 is impressive.
Been composing my scenery with groups of kinematic boxes so far - I'll try a StaticMesh again with the new dev build and let you know how it goes.
Search found 28 matches
- Sun May 15, 2011 10:44 pm
- Forum: Questions and Help
- Topic: StaticMesh penetration / collision problems
- Replies: 10
- Views: 7362
- Tue May 10, 2011 5:48 am
- Forum: Questions and Help
- Topic: StaticMesh penetration / collision problems
- Replies: 10
- Views: 7362
Re: StaticMesh penetration / collision problems
Got some really nice results using ConvexHull, the collision handling seems really solid on that - so I can probably just divide my scenery collision meshes into convex pieces. Would some kind of ConvexHull + binary space partitioning be a good way to handle StaticMesh's internally I wonder, or are ...
- Sat May 07, 2011 9:13 pm
- Forum: Questions and Help
- Topic: StaticMesh penetration / collision problems
- Replies: 10
- Views: 7362
Re: StaticMesh penetration / collision problems
Interesting, thanks - I tried scaling by everything 5x, enabling continuous position updates, leaving AllowedPenetration at 0.005, and setting the collision margin to .1 - the tunneling problem was much improved (I'm assuming that refers to things slipping through the mesh). Still a lot of planks ro...
- Sat May 07, 2011 5:27 am
- Forum: Questions and Help
- Topic: StaticMesh penetration / collision problems
- Replies: 10
- Views: 7362
StaticMesh penetration / collision problems
Hey - Wanted to get some advice on getting a StaticMesh to reliably prevent entities from falling through - I've searched the forums a fair bit and tried some of the suggestions from earlier posts. You can see the behavior in this test vid: http://www.youtube.com/watch?v=qvt0i1_DuLk Main problems ar...
- Fri May 06, 2011 3:59 pm
- Forum: Suggestions
- Topic: TriangleMesh.GetVerticesAndIndicesFromMesh()
- Replies: 2
- Views: 19592
Re: TriangleMesh.GetVerticesAndIndicesFromMesh()
Thanks - ended up writing a static utility method that calls that AddMesh() method, worked good.
- Wed May 04, 2011 11:53 pm
- Forum: Suggestions
- Topic: TriangleMesh.GetVerticesAndIndicesFromMesh()
- Replies: 2
- Views: 19592
TriangleMesh.GetVerticesAndIndicesFromMesh()
Just a quickie suggestion - the static method on TriangleMesh to get verts and indices from a Model is handy - would be cool to have one to read in vertices for a particular Mesh too, for models that are parsed apart into different pieces.
- Tue May 03, 2011 5:00 am
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
And thanks in general - brilliant piece of software.
- Tue May 03, 2011 4:58 am
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
Excellent, that did the trick - getting repeatable results now without employing the "nuclear option"
- Sat Apr 30, 2011 11:50 pm
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
Somewhat sneaky but this works:
Code: Select all
typeof( NarrowPhaseHelper ).TypeInitializer.Invoke( null, null );
- Sat Apr 30, 2011 11:44 pm
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
You're right - did a little digging, I was able to get an exact repeatable simulation on a level with just box entities by reinitializing the box-box pair handler factory when I reinitialized the space: TypePair boxPair = new TypePair(typeof(ConvexCollidable<BoxShape>), typeof(ConvexCollidable<BoxSh...
- Fri Apr 29, 2011 8:03 pm
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
Interesting, thanks - was brainstorming some weird workarounds like reloading the BEPU assembly each simulation run, but will wait to hear back (sounds like that might not tackle it if it were due to hashCode sorting etc., and I'm sure it'd be fun to get working on the xbox
-Luke
-Luke
- Fri Apr 29, 2011 7:41 am
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Re: Ensuring deterministic / repeatable simulation
One other note, related to memory allocation - I made a very bare-bones "determinism testing build" to try and eliminate anything that my game engine might be doing to interfere - I noticed in CLR profiler that disposing & nulling the Space and triggering garbage colleciton didn't free...
- Fri Apr 29, 2011 2:01 am
- Forum: Questions and Help
- Topic: Ensuring deterministic / repeatable simulation
- Replies: 10
- Views: 5345
Ensuring deterministic / repeatable simulation
Hi - I'm working on a physics-based puzzle game that involves destructible objects - I'm having trouble getting the simulation to be repeatable though - it's important to this game, as some levels will have a rube-goldbergness where small variations can mess up the final result, so the user would ha...