Search found 49 matches

by sergiusz308
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 ...
by sergiusz308
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 ...
by sergiusz308
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...
by sergiusz308
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...