Search found 49 matches
- Tue Oct 09, 2012 5:18 pm
- Forum: Questions and Help
- Topic: External ballistic sim
- Replies: 5
- Views: 4332
External ballistic sim
So far, from what I have red here, best way to simulate external ballistic would be: 1) simulation running at fixed step (i.e. default 1/60) 2) establish how far bullet travel for a particular timeframe - in this case 0,016sec 3) once per update do a raycast test with ray length set based on 2) and ...
- Tue Oct 09, 2012 4:17 pm
- Forum: Questions and Help
- Topic: Collidable geoclipmapping terrain
- Replies: 16
- Views: 9741
Re: Collidable geoclipmapping terrain
OK, thanks for explanation. Regarding static objects - I thinking on how to approach destruction, walls for example, and reading thru your response on similar question earlier this comes to my mind: 1) static object with orginial mesh is in the space and acting as a wall 2) contact with this object ...
- Mon Oct 08, 2012 6:51 pm
- Forum: Questions and Help
- Topic: Collidable geoclipmapping terrain
- Replies: 16
- Views: 9741
Re: Collidable geoclipmapping terrain
Norbo, thanks for elaborated answer. As I understand this - changing height data in terrain class is OK and by design there should be no penalties in performance. Another thing are issues resulting from sudden change of heights and its impact on simulation. BTW, static objects can generate collision...
- Mon Oct 08, 2012 5:46 pm
- Forum: Questions and Help
- Topic: Collidable geoclipmapping terrain
- Replies: 16
- Views: 9741
Collidable geoclipmapping terrain
Hello, I'm evaluating BepuPhysics right now for indie FPS game and this piece of software is just amazing! I have question regarding terrain. Internally, terrain in my engine is managed thru kind of geoclipmapping implementation: various resolution grid patches, displaced by GPU. I want to have coll...