Search found 43 matches
- Wed Feb 04, 2015 1:37 pm
- Forum: Questions and Help
- Topic: Create world with specific parameters
- Replies: 4
- Views: 21035
Create world with specific parameters
Hi. I work with BEPUPhysics some time and already created a simple location with characters. But, I faced another problem now. I need to create some specific behavior for the player characters and I don't know how to achieve it (I am using CharacterController). 1.I need player to start/stop right af...
- Thu Dec 25, 2014 10:14 am
- Forum: Questions and Help
- Topic: Combine Meshes and Entitys
- Replies: 1
- Views: 17160
Combine Meshes and Entitys
Hi, I want to add some objects (turrets and moving robot bots) to my level. But before this moment I used CharacterController to handle players. So, now I want to add some other physical moving objects. How I should do it? I mean, I can load static mesh or mobilemesh, but how I should set speed, ang...
- Thu Oct 30, 2014 12:21 pm
- Forum: Questions and Help
- Topic: CharacterController body speed, impulse and force
- Replies: 3
- Views: 20326
Re: CharacterController body speed, impulse and force
Ok, and how I can set vertical movement direction? I found VerticalMotionConstraint , but I can set direction there. I want to create Homing missile, I found some scripts for it, but to implement it I need to set initial direction, speed and then in each frame just change forward direction (rotate) ...
- Tue Oct 28, 2014 9:07 am
- Forum: Questions and Help
- Topic: CharacterController body speed, impulse and force
- Replies: 3
- Views: 20326
CharacterController body speed, impulse and force
Hi, I have a question about speed of the body under character controller and IsAffectedByGravity flag set to false. I am using Controller.HorizontalMotionConstraint.MovementDirection = new Vector2(SpeedVector.X, SpeedVector.Z); to set moving direction for character controller body. And it is ok, but...
- Tue Oct 07, 2014 5:24 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Re: Terrain creation and visualisation
Ok, finaly I was able to solve it.
Just found the way to low down Hightmap resolution (but it doesn't affect terrain to much). After that I was able to render all terrain in DebugDrawer. Then I fixed all problems.
Thanks.
Just found the way to low down Hightmap resolution (but it doesn't affect terrain to much). After that I was able to render all terrain in DebugDrawer. Then I fixed all problems.
Thanks.
- Thu Oct 02, 2014 6:51 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Re: Terrain creation and visualisation
I am desperate....I didn't thought that it is so hard. I just need to debug my server. All that I need - draw terrain. How does it works in the other games, they draw so big levels, terrains and didn't have problems. I want just to look at my terrain and get error about VertexBuffer size of 67108863...
- Thu Oct 02, 2014 4:28 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Re: Terrain creation and visualisation
Is there any way to fix/change it?Norbo wrote:That looks a lot like the debug drawer has not been fully updated to support 32 bit indices.
- Wed Oct 01, 2014 8:16 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Re: Terrain creation and visualisation
Ok I found a problem it is laying in exporting from client. I tried to create terrain (small) 50x50 with heightmap resolution 513. http://s22.postimg.org/ps7zozx35/Client_Terrain.png But after importing exported data to server and drawing it using XNA framework I got : http://s22.postimg.org/5yvvwaj...
- Tue Sep 30, 2014 4:20 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Re: Terrain creation and visualisation
1. Thanks, I will try this site. 2. I already turned it ti HiDef, but this still not enought, I have an error : XNA Framework HiDef profile supports a maximum VertexBuffer size of 67108863. I think I will try to split my terrain to several peaces. I mean, in client it will be one object, but I will ...
- Mon Sep 29, 2014 9:23 am
- Forum: Questions and Help
- Topic: Terrain creation and visualisation
- Replies: 8
- Views: 26965
Terrain creation and visualisation
Hi, I have a question about terrain, creation and visualization. 1.Did somebody know a not bad (there is no need for some really great tool) free, or at least with full functional trial, program for terrain creating and exporting height map from it, for future use in BEPU Engine? 2.Second one is abo...
- Mon Sep 29, 2014 9:12 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 28480
Re: Infinite Update function
Ok, I moved creation and deletion of objects in physics thread and seems like problem is gone. But I still have some object properties change in other threads (movement direction).
Thanks.
Thanks.
- Fri Sep 26, 2014 7:49 am
- Forum: Questions and Help
- Topic: Physical contacts and impulses
- Replies: 3
- Views: 19628
Re: Physical contacts and impulses
Yep, setting LinearVelocity to zero solved problem.
Thanks.
Thanks.
- Mon Sep 22, 2014 12:51 pm
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 28480
Re: Infinite Update function
Ok, I found the reason (or at least 100% sight of deadlock). Then player walking around - it's ok. Then I start shoting rockets, for each rocket I create CharacterController (same as for player) with body, then set : Controller.HorizontalMotionConstraint.MovementDirection = new Vector2(Orientation.X...
- Fri Sep 19, 2014 5:14 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 28480
Re: Infinite Update function
Hmm it's strange for me. In the ForLoop of ParallelLooper there is a comment : //CANNOT CALL THIS WHILE BUSY!!!! ASSUME THAT IS GUARANTEED. . But in the same time then we create space only one Looper instance is used and it passed to many other objects : Solver, ForceUpdater and others. I guess they...
- Fri Sep 19, 2014 3:10 am
- Forum: Questions and Help
- Topic: Infinite Update function
- Replies: 10
- Views: 28480
Re: Infinite Update function
Hi, again. It's in ParallelLooper->ForLoop it stucks in loopFinished.WaitOne(); because waiting for signal from other thread. Continue working. The problem in debugging what I am not starting it as program. My server is .dll. I build it and then using PhotonServer to start it. So I can't to debug it...