Search found 136 matches

by Danthekilla
Wed Jul 28, 2010 7:23 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 648444

Re: Version Roadmap

Is this the re-write that will make most object types first class objects in the broadphase etc?

Yer the box vs box helped performance and robustness of heavy box collisons

What kind of improvments would the new CCD bring?
Eather way its going great :)
by Danthekilla
Wed Jul 28, 2010 3:04 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 648444

Re: Version Roadmap

0.14 is quite a bit faster on my old quad core :)
Great work norbo.

I assume 0.15 will be split up further? Whats coming first?
Bepu just keeps getting better and better at an amazing rate.
by Danthekilla
Mon Jul 26, 2010 2:48 pm
Forum: Questions and Help
Topic: Servo default rotation?
Replies: 11
Views: 6741

Re: Servo default rotation?

Thanks for the great reply, we are currently using space = new Space(); space.simulationSettings.motionUpdate.gravity = new Vector3(0, -20f, 0); space.simulationSettings.collisionResponse.iterations = 10; space.simulationSettings.timeStep.timeStepDuration = 1 / 50f; space.simulationSettings.collisio...
by Danthekilla
Sun Jul 25, 2010 12:08 pm
Forum: Questions and Help
Topic: Servo default rotation?
Replies: 11
Views: 6741

Re: Servo default rotation?

Oh and i was just wondering how .14 is going with the new threading system. Also have you ever used resharper? its a amazing program that i use. It intergrates into visual studio and can .netinize your entire solution in minutes automaticly and also provides underlineing support for variables and fu...
by Danthekilla
Sun Jul 25, 2010 12:01 pm
Forum: Questions and Help
Topic: Servo default rotation?
Replies: 11
Views: 6741

Re: Servo default rotation?

I will try do all that tommorrow. They all sound like brilliant ideas, and yer i agree with faking the controlling of the vehcials i was just thought i would use some joints and manual forces to do it so it still reacts fine in the physics system. so what exactly does this do? space.simulationSettin...
by Danthekilla
Fri Jul 23, 2010 5:24 am
Forum: Questions and Help
Topic: Servo default rotation?
Replies: 11
Views: 6741

Re: Servo default rotation?

In this video you can see a little of our current engine and the issue I’m having. http://www.youtube.com/watch?v=m7ek2Q7UFb0 Basically at the end you can see the issue. I attach 4 wheels to the car and they all point towards the car center. Now i did get a hack working that fixed it in some but not...
by Danthekilla
Wed Jul 21, 2010 5:59 am
Forum: Questions and Help
Topic: Servo default rotation?
Replies: 11
Views: 6741

Servo default rotation?

Hey norbo, when i create a revolute joint with a servo in it and tell it to go to 0 for rotation it seems to point to the center of the object it is attached to... This is probably by design but i was wondering how i could make it just aim forward when it is at 0, so all the ones i create could aim ...
by Danthekilla
Wed Jul 14, 2010 3:35 am
Forum: Questions and Help
Topic: Collsion impact force and more :)
Replies: 1
Views: 2019

Collsion impact force and more :)

Hey Norbo, I am currently adding in some more collision sounds and particle spats based on impact speed between objects. Since I am doing this I thought that I should fix up my system for calculating collision forces... As it was bad and very inaccurate. My current system uses this code to approxima...
by Danthekilla
Sun Jul 04, 2010 4:17 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 648444

Re: Version Roadmap

Great release norbo :) I'm going to be playing around with the path system later this week. The demo looks great. One thing I was wondering was why the space.getcontacts was removed? is there an equlivilent (I use it for debug) Also thanks for forceBufferedStateUpdate that should remove our need to ...
by Danthekilla
Thu Jun 17, 2010 2:51 pm
Forum: Questions and Help
Topic: trajectory for an entity
Replies: 6
Views: 4883

Re: trajectory for an entity

Hey try setting space.simulationSettings.timeStep.timeStepDuration = 1 / 30f; This makes the engine update twice as much time per frame as the default (the default is 1/60 i think) you could also try setting space.simulationSettings.timeStep.useInternalTimeStepping = true; space.simulationSettings.t...
by Danthekilla
Thu Jun 17, 2010 8:17 am
Forum: Questions and Help
Topic: Capsule... what am i doing wrong
Replies: 11
Views: 6242

Re: Capsule... what am i doing wrong

Yer its sad that it won't get any of that...

But any improvement you can get is much better than nothing.
by Danthekilla
Thu Jun 17, 2010 6:40 am
Forum: Questions and Help
Topic: Capsule... what am i doing wrong
Replies: 11
Views: 6242

Re: Capsule... what am i doing wrong

Hmm. if i modify the bepuphysicsdemo from the site it doesn't have that problem. But if i link my game to that same dll (ive checked quite a few times) it still happens in my game... I must be missing something or visual studios doing something odd. Its not really importaint anyway. Thanks for tryin...
by Danthekilla
Thu Jun 17, 2010 4:40 am
Forum: Questions and Help
Topic: Capsule... what am i doing wrong
Replies: 11
Views: 6242

Re: Capsule... what am i doing wrong

Yer i tryed the ragdoll demo and it checked out for me too. the display dll in the ragdoll has some private variables in it that i need public that prevent me from using it. If i compile the display drawer from the 12.1 demos i get the issue. I assume that the display source code just hasn't been up...
by Danthekilla
Wed Jun 16, 2010 3:35 pm
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Re: Terrain or static triangle

I would say go with a height map, and if that has problems then try something else.

A height map should use heaps less memory than a static tri mesh (i would think) which would be very important for the phone.
by Danthekilla
Wed Jun 16, 2010 2:48 pm
Forum: Questions and Help
Topic: Terrain or static triangle
Replies: 7
Views: 5056

Re: Terrain or static triangle

more than 20 or so in a .5 by .5 by .5 space and it starts to slow down (expesially on 360) we had to just get very low poly physics versions of our models made up. Other than that it works fine. Ahh the whole 10km is in use. hmm well a heightmap would probably be faster. what kind accuracy do you n...