Search found 4546 matches

by Norbo
Sat Jun 21, 2008 12:30 am
Forum: Questions and Help
Topic: Raycasts and Terrain
Replies: 8
Views: 6711

Re: Raycasts and Terrain

The camera going through the terrain is due to the triangles being very thin. Due to just general imprecision, it would be possible to push your way through. The solution to this is to not move the camera all the way up to the contact point, but instead give it a little room. That way, it will at le...
by Norbo
Fri Jun 20, 2008 10:53 pm
Forum: Questions and Help
Topic: Raycasts and Terrain
Replies: 8
Views: 6711

Re: Raycasts and Terrain

Well what you said was basically right, I just figured the null thing could be confusing for someone who didn't already know about it :D
by Norbo
Fri Jun 20, 2008 7:49 pm
Forum: Questions and Help
Topic: Raycasts and Terrain
Replies: 8
Views: 6711

Re: Raycasts and Terrain

Just a quick addendum to what Zukarakox said- if you try to access the entities returned by raycasts against a Terrain (or StaticTriangleGroup for that matter), they will be null. This is because the terrain doesn't necessarily have triangle entities at every point on the terrain at all times, inste...
by Norbo
Thu Jun 19, 2008 12:16 am
Forum: Questions and Help
Topic: Keyframe To Ragdoll
Replies: 1
Views: 2832

Re: Keyframe To Ragdoll

That would probably work pretty well without too many complications. The only annoying part would be aligning it all nicely so that after the transition is complete the joints don't jerk around due to position correction, assuming you had a pre-built ragdoll that you could switch in.
by Norbo
Wed Jun 18, 2008 10:58 pm
Forum: Questions and Help
Topic: What's in the next version?
Replies: 4
Views: 4486

Re: What's in the next version?

I can't think of any outstanding or unusual problems off the top of my head; I think someone has already done something similar before. The only issue would be keeping the timestep the same. Depending on your simulation, you might still have some significant slowdowns on the xbox360 which I aim to a...
by Norbo
Wed Jun 18, 2008 9:50 pm
Forum: Questions and Help
Topic: Deformation
Replies: 2
Views: 3579

Re: Deformation

Well there's a couple of ways to go about doing this. There are some parts that aren't as clear as they should be in regards to the references being kept, so some methods may generate extra garbage when it isn't really necessary. If you use the initializeData(vertices, indices) method to create the ...
by Norbo
Wed Jun 18, 2008 9:34 pm
Forum: Questions and Help
Topic: What's in the next version?
Replies: 4
Views: 4486

Re: What's in the next version?

I wouldn't count on that 'within the month' part. v0.6.0, like v0.5.0, has sort of inflated into something bigger than originally anticipated. The new collision system Zukarakox mentions is a complete rewrite of collision detection; the end result should be faster and more accurate. Things should no...
by Norbo
Fri Jun 13, 2008 9:50 pm
Forum: Questions and Help
Topic: Animated mesh collision
Replies: 2
Views: 3518

Re: Animated mesh collision

It isn't extremely practical to do a per-triangle test in this situation, so I would recommend testing against proxy shapes that are transformed by the animation of the bones. So instead of testing against a mesh, you'll test against a set of objects (such as capsules representing parts of the arm, ...
by Norbo
Tue Jun 10, 2008 8:45 pm
Forum: Questions and Help
Topic: StaticTriangleGroup.initializeData throws an error
Replies: 1
Views: 2918

Re: StaticTriangleGroup.initializeData throws an error

I believe this problem is caused by giving the initializeData method vertexbuffer data that originally had an index buffer alongside it. The method expects a 'redundant' list of vertices in which every group of 3 vertices forms another triangle. If the vertex buffer's length isn't divisible by 3, yo...
by Norbo
Wed Jun 04, 2008 8:11 pm
Forum: Questions and Help
Topic: Collisions
Replies: 2
Views: 3530

Re: Collisions

The idea behind identifying colliding objects is determining which object pairs (controllers) have contacts in them. Collision pairs are automatically sorted out inside the engine, and the associated space keeps a listing of them around. Checking through each one and identifying the ones with contac...
by Norbo
Sun Jun 01, 2008 7:24 pm
Forum: Suggestions
Topic: Water
Replies: 3
Views: 5484

Re: Water

Though again technically possible (though it would be a few times slower than the fluid currently present, and would not include waves like a heightmap), I'd need someone to express a need for such a feature.
by Norbo
Sun Jun 01, 2008 8:13 am
Forum: Suggestions
Topic: Water
Replies: 3
Views: 5484

Re: Water

While this is technically possible, I don't think it would be applicable widely enough to be worth investing a large amount of time in. If someone approaches me with a dire need for such a feature, maybe :D
by Norbo
Fri May 30, 2008 9:56 pm
Forum: Questions and Help
Topic: Space.RayCast
Replies: 3
Views: 4054

Re: Space.RayCast

One good way would be to create a bounding volume hierarchy, like what is used internally in the static triangle group. From there, it only takes O(log(n)) ray-AABB tests to get down to the exact triangle. I've previously gone over some of the implementation details in a post in an earlier thread (h...
by Norbo
Fri May 30, 2008 8:05 pm
Forum: Questions and Help
Topic: Space.RayCast
Replies: 3
Views: 4054

Re: Space.RayCast

Static triangle groups/terrains don't actually have triangles until something is near them for optimization purposes, so a raycast can only test against the geometry that could be present (though this would be fairly easy to circumvent with a group-specific ray check that just returns the positions ...
by Norbo
Thu May 29, 2008 4:54 am
Forum: Questions and Help
Topic: Physics driven characters
Replies: 9
Views: 6942

Re: Physics driven characters

I recommend letting the character itself be some shape where rotation isn't important, like a capsule, and as such can be stopped by setting the inverse inertia tensor to the zero matrix. This obviously only works if it makes sense for your game to have a character which stays upright and such. For ...