Search found 92 matches

by mcmonkey
Sun Feb 12, 2017 12:35 pm
Forum: Questions and Help
Topic: Abuse-Case Physics Timing
Replies: 6
Views: 5062

Abuse-Case Physics Timing

This is not my use case; this is my abuse case : I'm testing the limits of some features while working on related things. I spawned 10,000 sphere-shape entities into a BEPU World that, aside from the spheres, consists of a /humongous/ static box for them to all land on. The stats for how that went c...
by mcmonkey
Wed Dec 21, 2016 1:41 pm
Forum: Questions and Help
Topic: Oh look, a memory leak!
Replies: 1
Views: 2786

Oh look, a memory leak!

So, I found a memory leak! If you create one entity shape, and use it for many collidables... when those collidables go away... they don't go away, nor do data connected to them! Because they leave an Action<CollisionShape> in the shape's event "ShapeChanged"! This causes roughly ten gerji...
by mcmonkey
Thu Nov 24, 2016 11:37 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

I seem to have unbroken it, by ENFORCING a correct orientation. As orientation seems to be inherently linked to the inertia tensor, based on a quick glance at the code. public static readonly Quaternion PreFlyOrient = Quaternion.CreateFromAxisAngle(Vector3.UnitX, Math.PI * 0.5); ^ the setup CBody.Bo...
by mcmonkey
Thu Nov 24, 2016 11:27 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

... Huh. Rather than fixing it, it /temporarily/ fixed it. I was wrong.

I'm not touching the inertia tensors by hand anywhere outside this code.

Is there anywhere else it'd be adjusted that might be relevant?
by mcmonkey
Wed Nov 23, 2016 2:10 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

I just realized your example used the Inverse too, I thought it was just a typo on my part. ... Huh. Well, something's wrong, because setting the non-inverse tensor fixes the bug in quick testing and the inverse one doesn't. You can easily add either one into the example code yourself to see it happ...
by mcmonkey
Tue Nov 22, 2016 12:39 pm
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

... Huh. I was entirely wrong to celebrate. I figured it out. Let's look at my code from earlier. CBody.Body.LocalInertiaTensorInverse = new Matrix3x3(); // Set mass to 0, or stored mass value here CBody.Body.Orientation = Quaternion.Identity; CBody.Body.AngularVelocity = Vector3.Zero; CBody.Body.Lo...
by mcmonkey
Tue Nov 22, 2016 12:34 pm
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

This is magical... I actually replicated it in your demos! I've never broken something so hard it's replicable even in demos. Yay! Here's a gif to show what's happening first: http://i.imgur.com/OHUaia7.gifv Basically, I fly up, land, and walk into the spinny thing... at which point I get knocked ri...
by mcmonkey
Mon Nov 21, 2016 5:08 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

Oh also, if it helps: It seems to be relevant that the player is moving forward when they switch to dynamic (>0 mass).
If a player is perfectly still before hitting the disable-flight button, there's a much better chance of not having the traction loss.
by mcmonkey
Mon Nov 21, 2016 2:34 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Re: Oops I broke it: Massless characters!

So I tried that idea. It didn't help much. Then I ran with the idea a bit, and had this code: CBody.Body.LocalInertiaTensorInverse = new Matrix3x3(); // Set mass to 0, or stored mass value here CBody.Body.Orientation = Quaternion.Identity; CBody.Body.AngularVelocity = Vector3.Zero; CBody.Body.LocalI...
by mcmonkey
Sun Nov 20, 2016 11:36 am
Forum: General
Topic: Forum Bug
Replies: 3
Views: 18225

Forum Bug

Not sure where to put such a topic, thought I'd give you a heads up: It looks like you updated the forum recently (Slightly different layout of a few things...) It seems in that process, not everything converted perfectly, in particular the search system. If you search anything you get: The specifie...
by mcmonkey
Sun Nov 20, 2016 11:32 am
Forum: Questions and Help
Topic: Oops I broke it: Massless characters!
Replies: 12
Views: 9997

Oops I broke it: Massless characters!

Why do all my issues here seem to involve me overcomplicating things and simultaneously horrendously breaking them? I've had this issue for a while, but have been ignoring it as non-priority. Might have even posted about it somewhere and forgotten by now, it's been so long... Anyway, so: I wanted to...
by mcmonkey
Wed Oct 19, 2016 11:54 pm
Forum: Questions and Help
Topic: Rope: Stretchable and non-stretchable
Replies: 1
Views: 5167

Rope: Stretchable and non-stretchable

For some insane reason, I have decided it would be useful to simulate a rope. A rope reasonably can wrap around objects and extend to a known-at-construction-time base length. Two forms of rope exist in my conceptualize of how rope works: Stretchable and non-stretchable. Non-stretchable is theoretic...
by mcmonkey
Sun Oct 09, 2016 11:22 pm
Forum: Questions and Help
Topic: Flight Simulator in BEPU physics
Replies: 3
Views: 3701

Re: Flight Simulator in BEPU physics

Yup, that looks about correct for the wings to stay in the air, as that's more or less the code I have already for that part... But what I don't have is specifically the part where it rotates sanely. My existing method was to simply rotate the body of the plane using an angular impulse, and let the ...
by mcmonkey
Sun Oct 09, 2016 9:07 am
Forum: Questions and Help
Topic: Flight Simulator in BEPU physics
Replies: 3
Views: 3701

Flight Simulator in BEPU physics

Let's say we want to simulate flight within a BEPU physics simulation for some insane reason. How would one go about doing this? (This would make a great demo for BEPU btw) In particular, conservation of velocity through a rotation. When a plane or gliding winged object rotates, it tends to have vel...
by mcmonkey
Mon Sep 26, 2016 2:54 am
Forum: Suggestions
Topic: Version Roadmap
Replies: 110
Views: 638078

Re: Version Roadmap

How's the progress on v2.0 going? Haven't gotten any official updates on it for around year now.