Search found 92 matches

by mcmonkey
Fri Nov 13, 2015 4:58 am
Forum: Questions and Help
Topic: I'm insane, please help me add to your engine
Replies: 9
Views: 7561

Re: I'm insane, please help me add to your engine

I've updated the Update() code to the follow: public override void Update(float dt) { RigidTransform rt = convex.Entity == null ? convex.WorldTransform : new RigidTransform(convex.Entity.Position, convex.Entity.Orientation); if (IsNaNOrInf(ref rt.Position)) { for (int i = contacts.Count - 1; i >= 0;...
by mcmonkey
Fri Nov 13, 2015 12:56 am
Forum: Questions and Help
Topic: I'm insane, please help me add to your engine
Replies: 9
Views: 7561

Re: I'm insane, please help me add to your engine

The main issue is that no real collision detection takes place. A sweep test is performed and creates a contact, but the contact's data isn't actually representative of the collision. There might be some other minor bookkeeping issues too, but this is the biggest problem. What is it missing then? I...
by mcmonkey
Thu Nov 12, 2015 9:07 am
Forum: Questions and Help
Topic: I'm insane, please help me add to your engine
Replies: 9
Views: 7561

I'm insane, please help me add to your engine

Sorry for the ridiculous titles. SO. I've been working on making a custom physics static collidable in BEPU that will allow me to properly and cleanly trace objects into my creation's voxel grid. ... I'm not doing so well. Rather than dump my code upon you, I've modified the BEPU physics official 'c...
by mcmonkey
Thu Nov 12, 2015 6:41 am
Forum: Questions and Help
Topic: I'm insane, please help me break your engine
Replies: 4
Views: 4711

Re: I'm insane, please help me break your engine

To share all data between multiple StaticMesh instances in v1.4.0, you'll have to modify the source to allow sharing TriangleMesh objects between StaticMeshes. An easier option would be to just use the InstancedMesh type instead. It stores the hierarchy inside the shape, so there's virtually no ove...
by mcmonkey
Wed Nov 11, 2015 11:45 pm
Forum: Questions and Help
Topic: I'm insane, please help me break your engine
Replies: 4
Views: 4711

Re: I'm insane, please help me break your engine

Oh, good plan. I'll try that. ... I have rather expensive-to-build objects ATM (haven't fully replaced the staticmeshes yet, that's still in-progress) what's the quickest way to duplicate a few staticmeshes? (I don't want to reconstruct from vertices, as that's expensive. Also, if at all possible, i...
by mcmonkey
Wed Nov 11, 2015 9:55 am
Forum: Questions and Help
Topic: I'm insane, please help me break your engine
Replies: 4
Views: 4711

I'm insane, please help me break your engine

SO. I want to update a single entity (a character), pushing it around the Space per normal, except completely off the main update loop. Now, there are two ways to go about this: 1, the slow and boring way: Freeze everything, update the Space, unfreeze everything. That's not right. 2, the fast and fu...
by mcmonkey
Mon Oct 26, 2015 1:51 am
Forum: Questions and Help
Topic: CharacterController: Modifying surface friction
Replies: 1
Views: 3630

CharacterController: Modifying surface friction

How would I go about editing the CharacterController's friction level, to make it slide around in certain situations? I want to make wet surfaces that you can slip on, and/or force the player to slip on all objects due to changes in the character object. Changing CharacterController.Body.Material.<x...
by mcmonkey
Mon Jul 20, 2015 8:45 am
Forum: Questions and Help
Topic: Relatively empty BEPU scene, 100% CPU, possibly my own fault
Replies: 1
Views: 3143

Relatively empty BEPU scene, 100% CPU, possibly my own fault

So I have a scene entirely devoid of entities. Instead, it has a ton of staticmeshes. However, my i7's CPU usage is at 100%... when I trace things with slimtune, I catch this: https://i.imgur.com/vH4NlDq.png 37% of all calculation time is... BEPU. Doing... nothing? So when I said I had a ton of stat...
by mcmonkey
Sun Jul 12, 2015 7:16 am
Forum: Questions and Help
Topic: Best way to handle physics for voxel based terrain?
Replies: 4
Views: 6162

Re: Best way to handle physics for voxel based terrain?

Hello there! I'm working on a similar project (in that it's a Voxel based world at least) and have an answer and a question. First, the answer: A StaticMesh, in my experience so far, is a fantastic solution for building Voxel terrain into BEPU - at least it is after you get it constructing off-threa...
by mcmonkey
Mon Jun 22, 2015 4:02 am
Forum: Questions and Help
Topic: Static Mesh construction speed
Replies: 3
Views: 3970

Re: Static Mesh construction speed

Maybe a ton of triangles all in one spot overlapping? ... I did not /intend/ to have such a thing, no >.> I, uh... /did/ have that, however. I forgot to add a variable to the vertex locations, so it was spawning tons of triangles in roughly the same spot. Fixing that ends the ridiculous times, than...
by mcmonkey
Mon Jun 22, 2015 2:00 am
Forum: Questions and Help
Topic: Static Mesh construction speed
Replies: 3
Views: 3970

Static Mesh construction speed

So I need to generate a ton of static meshes on the fly. My current meshes have roughly 5400 vertices... (30 * 30 * 6 * 6) but can end up with way more than that. I need some efficient way to generate StaticMesh's with vertex counts in this range. I know it's possible - all calculations that generat...
by mcmonkey
Mon Jun 15, 2015 4:30 am
Forum: Questions and Help
Topic: Better starting point/documentation
Replies: 7
Views: 6569

Re: Better starting point/documentation

I personally found BEPU fantastic to work with and learn, though I had prior experience in other physics engines. Anything you're not certain about, just come to this forum and enjoy some of the best support/help/whatever-you-call-it available. I've seen very few places where the developers give sup...
by mcmonkey
Tue May 26, 2015 6:52 am
Forum: Questions and Help
Topic: Scaling / reshaping an entity
Replies: 1
Views: 2985

Scaling / reshaping an entity

Is there any way to reshape an entity without entirely reforming it? Three cases of this: Changing the scale : it'd ideally be possible to make an object bigger or smaller on the fly (in particular a MobileMesh) Changing the bounds of an AABB : I'd like my AABB objects to be able to shrink and grow ...
by mcmonkey
Fri May 22, 2015 2:13 am
Forum: Questions and Help
Topic: World Location to Entity-centered Local Position
Replies: 3
Views: 3684

Re: World Location to Entity-centered Local Position

That perfectly transforms the point location, thank you. It does not, however, transform the rotation. I essentially want the equivalent of a WeldJoint, except one of the two entities is not a physics entity (it's a very small / physics sim irrelevantly sized entity that appears in potentially huge ...
by mcmonkey
Sun May 10, 2015 6:22 am
Forum: Questions and Help
Topic: Grappling Hooks!
Replies: 1
Views: 2993

Grappling Hooks!

This is going to be a strange post, but... I'm playing around with grappling hooks in a game using BEPUPhysics, and was wondering about the best ways to accomplish it... here's my current set up: First, trace where the hook hits using a Convex/Ray Cast. Second, spawn two entities: --> Both are nonso...