Search found 249 matches

by Spankenstein
Tue Jul 24, 2012 11:18 pm
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7424

Re: Significant drop in frame rate on very first collision?

Did you try implementing the JIT forcing?
Yes and it works but I was unsure how safe it would be outside of debugging on Windows. Running on XBOX for example.
by Spankenstein
Tue Jul 24, 2012 11:04 pm
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7424

Re: Significant drop in frame rate on very first collision?

I looked at the link. It seems very simple to implement but shouldn't really be necessary outside of debugging.

However, the spike is still there due to the lazy initialisation when not debugging though, just not as pronounced.
by Spankenstein
Tue Jul 24, 2012 10:50 pm
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7424

Re: Significant drop in frame rate on very first collision?

If it's caused by lazy initialization of a bunch of resources, you could try forcing initialization earlier. How would you recommend doing this? Is there anyway to force two objects to collide during load time and initialize the resources (LoadContent)? For example, can I force one update (time ste...
by Spankenstein
Tue Jul 24, 2012 10:13 pm
Forum: Questions and Help
Topic: Significant drop in frame rate on very first collision?
Replies: 12
Views: 7424

Significant drop in frame rate on very first collision?

I have noticed that there is a significant drop in the frame rate when an entity (Box) collides with the environment bounds (Triangle). I have attached a small demo (with source) that highlights this problem. [WASD keys to move. Mouse to look] What is the cause of this? EDIT: The effect is more pron...
by Spankenstein
Sat Jul 21, 2012 3:49 pm
Forum: Questions and Help
Topic: Where do I set the materials and coefficients for response?
Replies: 2
Views: 2335

Re: Where do I set the materials and coefficients for respon

EDIT: I think I've got it now :) MaterialBlender woodOnWood = delegate(Material a, Material b, out InteractionProperties properties) { properties.Bounciness = a.Bounciness; properties.KineticFriction = 0.25f; properties.StaticFriction = 0.5f; }; Material wood = new Material(); wood.Bounciness = 0.60...
by Spankenstein
Sat Jul 21, 2012 2:17 pm
Forum: Questions and Help
Topic: Where do I set the materials and coefficients for response?
Replies: 2
Views: 2335

Where do I set the materials and coefficients for response?

Where should I dynamically set the materials, restitution coefficients and friction coefficients for the correct collision response between two objects?

Is there a particular method I should overload? Does the 'MaterialManager' class come into play?
by Spankenstein
Sun Jul 08, 2012 3:34 pm
Forum: Questions and Help
Topic: 'space.SolverStarting' is called more than once per frame?!
Replies: 3
Views: 2829

Re: 'space.SolverStarting' is called more than once per fram

Another option is to perform all the physics-related logic within the context of a time step as opposed to an update, so the number of time steps per update is irrelevant.
Could you please elaborate a little?
by Spankenstein
Sun Jul 08, 2012 9:53 am
Forum: Questions and Help
Topic: 'space.SolverStarting' is called more than once per frame?!
Replies: 3
Views: 2829

'space.SolverStarting' is called more than once per frame?!

I've hooked up the SolverStarting Action to a method in my code: space.Solver.Starting += new Action(Solver_Starting); For some reason the space.SolverStarting Action is called twice per frame instead of once. My algorithm for valid collision detection relies on this action only being called once pe...
by Spankenstein
Sat Jul 07, 2012 4:31 pm
Forum: Questions and Help
Topic: Smoothing out sudden changes in velocity with a LinearMotor?
Replies: 4
Views: 3994

Re: Smoothing out sudden changes in velocity with a LinearMo

Brilliant. Another physics problem solved. Thank you! :D
by Spankenstein
Sat Jul 07, 2012 10:45 am
Forum: Questions and Help
Topic: Using the Character Controller Body's Tag Property
Replies: 2
Views: 3400

Re: Using the Character Controller Body's Tag Property

The .Tag property can be any class you desire. This means that you can have the original properties in there plus the new properties you wish to have. By creating a class that contains both original and new properties your problem should be solved. class MyNewClass { // Original CharacterController....
by Spankenstein
Sat Jul 07, 2012 8:56 am
Forum: Questions and Help
Topic: Smoothing out sudden changes in velocity with a LinearMotor?
Replies: 4
Views: 3994

Re: Smoothing out sudden changes in velocity with a LinearMo

Setting the 'BaseCorrectiveSpeed' doesn't seem have any effect, even when in Servo mode. linearMotor.Settings.Servo.BaseCorrectiveSpeed = 1f; However setting the 'MaxCorrectiveVelocity' does stabilise things considerably and still allows for believable shaking. linearMotor.Settings.Servo.MaxCorrecti...
by Spankenstein
Fri Jul 06, 2012 11:02 pm
Forum: Questions and Help
Topic: Smoothing out sudden changes in velocity with a LinearMotor?
Replies: 4
Views: 3994

Smoothing out sudden changes in velocity with a LinearMotor?

I can pick up and shake objects using a linear motor. The settings for the motor depend on the mass of the entity in order to keep the response the same across varying masses. linearMotor.Settings.Servo.SpringSettings.StiffnessConstant = 60000f * Entity.Mass; linearMotor.Settings.Servo.SpringSetting...
by Spankenstein
Tue Jul 03, 2012 11:31 am
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8474

Re: Creating chains using multiple DistanceJoint classes

To solve that, either filter the collisions with collision rules or improve link placement. All done, that certainly improves things somewhat :) When the simulation is offline/paused and the space.Update() is skipped I would still like the joints to restrict movement when an object is moved via mou...
by Spankenstein
Mon Jul 02, 2012 10:32 pm
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8474

Re: Creating chains using multiple DistanceJoint classes

I've created the small demo for this problem (see attached .zip file)

WASD keys to translate the camera
Mouse to rotate the camera

Search for the following line: 'settings.NumLinks = 4'

Anything greater than 1 causes a problem.
by Spankenstein
Mon Jul 02, 2012 8:51 pm
Forum: Questions and Help
Topic: Creating chains using multiple DistanceJoint classes
Replies: 13
Views: 8474

Re: Creating chains using multiple DistanceJoint classes

Kinematic entities cannot be moved by any force; they have effectively infinite mass. In other words, that servomechanism shouldn't be doing anything. Sorry I should have stated that I make the Kinematic entities dynamic when they are grabbed by the mouse (and therefore the servomechanism) public v...