Search found 4546 matches

by Norbo
Wed Jul 29, 2009 2:19 pm
Forum: Questions and Help
Topic: Terrain maximum age
Replies: 8
Views: 6054

Re: Terrain maximum age

The maximumAge is how many intervals pass before it is deleted. If one passes and the maximumAge is 0, then it will be removed- if there isn't something there actively refreshing it. Chances are this is what you're seeing; the entity that needed the triangles there in the first place is still nearby...
by Norbo
Sun Jul 26, 2009 3:22 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 6988

Re: 30 FPS issue with Physic Engine

There shouldn't be any problems so long as you're not adding/removing dozens of entities per frame. The actual add/remove operation has a little overhead, but if you can get the update time low enough by doing it, it's definitely worth it.
by Norbo
Sun Jul 26, 2009 2:15 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 6988

Re: 30 FPS issue with Physic Engine

Their new names are "becomeDynamic" and "becomeKinematic." Also watch out for the collision groups; this method won't automatically change the collision group of the entity to the space's default. For example, if you call becomeKinematic on a dynamic object, it will still have th...
by Norbo
Sun Jul 26, 2009 1:43 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 6988

Re: 30 FPS issue with Physic Engine

As an example, I just ran a 240 inactive box test and it is taking 1.8 ms per frame. Taking this to 1000 inactive entities increased the time to 3.8 ms. There was a slight overhead when I had the 240 boxes floating inside a StaticTriangleGroup, increasing the time spent per frame to 2.3 ms. These te...
by Norbo
Sun Jul 26, 2009 1:36 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 6988

Re: 30 FPS issue with Physic Engine

On the Xbox, that might be about right, but it might also be some other systems running besides entities. It also depends on how the entities are configured (broad phase still has to run on inactive objects).
by Norbo
Sun Jul 26, 2009 1:34 pm
Forum: Questions and Help
Topic: 30 FPS issue with Physic Engine
Replies: 9
Views: 6988

Re: 30 FPS issue with Physic Engine

When Space.simulationSettings.timeStep is set to 1.0f/30.0f, it means the engine will internally update only once every 1/30 seconds. This can be a little too infrequent for some systems like the solver, which can cause problems with constraints. The vehicle wheels may be helped to some extent by ch...
by Norbo
Fri Jul 24, 2009 5:37 pm
Forum: Suggestions
Topic: Changing the geometric position
Replies: 2
Views: 8510

Re: Changing the geometric position

The centerPosition will not support an offset as it is intended to be the actual center position of the collision shape. Some other convenience functionality that wraps the center position is possible, but it would need to be designed in a clean and straightforward way. I'm wary of continuing the 'g...
by Norbo
Fri Jul 24, 2009 1:34 am
Forum: Questions and Help
Topic: XBOX
Replies: 7
Views: 6777

Re: XBOX

The internal multithreading will use the threads only within the (Space).update call. After that call, you don't need to worry about it hogging any more resources. That means if you're calling update from your game's update method, you don't need to worry about using fewer processors. If you are run...
by Norbo
Fri Jul 24, 2009 12:15 am
Forum: Questions and Help
Topic: XBOX
Replies: 7
Views: 6777

Re: XBOX

Check the multithreading demo for some example source, you can get it on the documentation page at http://www.bepu-games.com/BEPUphysics/documentation.htm. Basically, you need to give the engine some threads to work with using (Space).threadManager.add(). After that, all you have to do is set (Space...
by Norbo
Thu Jul 23, 2009 9:37 pm
Forum: Questions and Help
Topic: XBOX
Replies: 7
Views: 6777

Re: XBOX

You can indeed drop the number of iterations used by the solver using the (Space).simulationSettings.collisionResponse.iterations field. 15 is the default. It probably won't help noticeably in this situation, since as you suspect, that amount of physics should run very quickly even on the Xbox.
by Norbo
Thu Jul 23, 2009 8:40 pm
Forum: Questions and Help
Topic: XBOX
Replies: 7
Views: 6777

Re: XBOX

More information is needed to make any specific recommendations, but in general, just make sure the multithreading is running. What kind of simulation are you running? Is it a 'jiggy' lag (like those caused by garbage collection and compaction), or is it a generally slow framerate? The Xbox will alw...
by Norbo
Wed Jul 22, 2009 10:50 pm
Forum: Questions and Help
Topic: an error
Replies: 3
Views: 4473

Re: an error

There was an unprotected reference to the entity's space in the applyAngularImpulse method (called from within the applyImpulse method). The applyImpulse method shouldn't require that an entity belongs to a space and this should be corrected in the next version.
by Norbo
Wed Jul 22, 2009 4:26 am
Forum: Suggestions
Topic: Multiple collisiongroup per entity
Replies: 10
Views: 15067

Re: Multiple collisiongroup per entity

Collision pairs generate contacts with the goal of supporting a collision. This means they need a good bit of information- position, normal, penetration depth, and some other auxiliary things. All of these things are necessary because the goal is more general than a boolean 'is colliding' test. Even...
by Norbo
Tue Jul 21, 2009 6:15 pm
Forum: Suggestions
Topic: Multiple collisiongroup per entity
Replies: 10
Views: 15067

Re: Multiple collisiongroup per entity

The new system has the same functional capabilities as the old system in that you can make a collision group for an entity that does what the old system could do for a specific entity. It could take a bit more work to set up in some cases, but it can do the same amount (and more) when set up. For ex...