Search found 4546 matches

by Norbo
Mon Feb 23, 2009 7:08 pm
Forum: Questions and Help
Topic: RayCast and StaticTriangleGroup
Replies: 11
Views: 7667

Re: RayCast and StaticTriangleGroup

Currently, the StaticTriangleGroup has no internal separation between different loaded meshes. If you need to know if a particular hit comes from a particular mesh, you would need to have multiple StaticTriangleGroups (one representing each mesh). Then, you would need to use a StaticTriangleGroup ra...
by Norbo
Thu Feb 19, 2009 11:06 pm
Forum: Questions and Help
Topic: 2D Physics
Replies: 7
Views: 8720

Re: 2D Physics

I've thought about it in the past; I'll probably make a simple demo of it at some point when I have time.
by Norbo
Tue Feb 17, 2009 10:02 pm
Forum: Questions and Help
Topic: Throwin' objects by mouse
Replies: 3
Views: 4382

Re: Throwin' objects by mouse

Regarding the forcefield object, keep in mind that the fieldShape entity shouldn't be added to the space. The forceField system should probably be updated with some of the newer systems in a future version (like the isDetector property of entities or the DetectorVolume). I'm not sure what you mean b...
by Norbo
Tue Feb 17, 2009 1:03 am
Forum: Questions and Help
Topic: Problems with CharacterController
Replies: 7
Views: 5934

Re: Problems with CharacterController

I can't replicate the issue in the demos so I'm having trouble determining what could be causing it. If you use the default code (both the character controller itself and the character input settings for size and such) for the character controller from the demo, does it still do it? If it does, try ...
by Norbo
Mon Feb 16, 2009 8:28 pm
Forum: Questions and Help
Topic: Problems with CharacterController
Replies: 7
Views: 5934

Re: Problems with CharacterController

Does it ever work, or does it always fail to find any support? If it only occasionally gets stuck, does it consistently happen in the same areas? I don't recall making any changes to the CharacterController, though I'm not sure yet what might have changed inside the engine to cause this. If you coul...
by Norbo
Mon Feb 16, 2009 6:04 pm
Forum: Questions and Help
Topic: Problems with CharacterController
Replies: 7
Views: 5934

Re: Problems with CharacterController

This sounds pretty similar to another recent problem (end of http://www.bepu-games.com/forums/viewto ... ?f=4&t=371). Is the body too short in relation to its width and step height? The capsule can end up with very odd dimensions which appear to cause this problem.
by Norbo
Fri Feb 13, 2009 10:14 pm
Forum: Questions and Help
Topic: Throwin' objects by mouse
Replies: 3
Views: 4382

Re: Throwin' objects by mouse

If the sphere doesn't get picked up as soon as you left click on it but rather sits and waits for you to release the mouse button, you can just raycast each frame that the left mouse is held. When a throwable object is hit by the ray, you store it as the currently grabbed object (you no longer need ...
by Norbo
Fri Feb 13, 2009 7:51 am
Forum: Questions and Help
Topic: Kinematic Character Controller
Replies: 8
Views: 7156

Re: Kinematic Character Controller

Do you have a reproduction case you could provide? Maybe a mesh where it happens reliably? I'm guessing that it has something to do with the size of the triangles; the convex cast between a large triangle and the flat disc used for its feet can be fairly sensitive. Otherwise, there might be a proble...
by Norbo
Thu Feb 12, 2009 10:36 pm
Forum: Questions and Help
Topic: 2D Physics
Replies: 7
Views: 8720

Re: 2D Physics

One way to do it is to set two rows of an entity's local space inverse inertia tensor to zeroes. This corresponds to two axes of the local space inertia. The effect will be that the object will be unable to rotate around those two axes. In a 2D game, you generally only want rotation to occur around ...
by Norbo
Mon Feb 02, 2009 6:00 pm
Forum: Questions and Help
Topic: Draw boundingBox and dancing cylinders... [RESOLVED]
Replies: 7
Views: 6436

Re: Draw boundingBox and dancing cylinders...

That's caused by the collision margin. You can scale up the graphics or reduce the shape size or margin (but avoid going too small with the margin or accuracy/performance will suffer). You can find more information in this post: http://bepu-games.com/forums/viewtopic.php?f=4&t=409.
by Norbo
Mon Feb 02, 2009 4:38 am
Forum: Questions and Help
Topic: Tiled game efficiency questions
Replies: 4
Views: 4831

Re: Tiled game efficiency questions

I recall having a great deal of trouble with that model in the past. If you haven't already, try to use a custom content processor to extract vertices/indices from the model rather than passing a loaded Model into the initializeData method. The vertices/indices you get from a model can be given dire...
by Norbo
Sun Feb 01, 2009 7:00 pm
Forum: Questions and Help
Topic: Draw boundingBox and dancing cylinders... [RESOLVED]
Replies: 7
Views: 6436

Re: Draw boundingBox and dancing cylinders...

The quickest way to fix the odd rotation is to use conservative angular motion and RK4 angular integration. You can enable them using: space.simulationSettings.conserveAngularMomentum = true; space.simulationSettings.useRK4AngularIntegration = true; There's a marginal performance hit, but it is quit...
by Norbo
Sat Jan 31, 2009 9:12 pm
Forum: Questions and Help
Topic: Draw boundingBox and dancing cylinders... [RESOLVED]
Replies: 7
Views: 6436

Re: Draw boundingBox and dancing cylinders...

Assuming everything has a bounciness value of 0, the leading suspect would be the size of the ground and/or cylinders. The box-box collision detection is handled by a special case which performs much, much more accurately with large objects. Cylinder-box falls back to the default MPR/GJK methods whi...
by Norbo
Sat Jan 31, 2009 9:05 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 18728

Re: Multithreaded physics

Right now, it's looking like it will be in March somewhere. A lot can change in between now and then, though.
by Norbo
Mon Jan 26, 2009 1:55 am
Forum: Questions and Help
Topic: Tiled game efficiency questions
Replies: 4
Views: 4831

Re: Tiled game efficiency questions

Adding the tile entities to a StaticGroup and letting it manage them should work. When using a static group, make sure you don't also add the box entities to the space since the StaticGroup will add/remove boxes to the space as necessary. 400x400 (160,000) boxes is going to take quite a while to ini...