Search found 4546 matches
- Tue Feb 05, 2008 10:47 pm
- Forum: Questions and Help
- Topic: Si an fps movement is possible with bepu ?
- Replies: 5
- Views: 8796
Re: Si an fps movement is possible with bepu ?
I am familiar with Bullet in terms of concepts (I haven't used it, though). If I'm not mistaken, the way you'd implement a mesh in BEPUphysics is similar to Bullet- I believe the preferred method for a static mesh would be a bounding volume hierarchy triangle mesh, btBvhTriangleMesh. In BEPUphysics,...
- Tue Feb 05, 2008 8:44 pm
- Forum: Questions and Help
- Topic: Si an fps movement is possible with bepu ?
- Replies: 5
- Views: 8796
Re: Si an fps movement is possible with bepu ?
It is indeed possible to do what you want in the engine, but there are two feature gaps that still need to be addressed to make it easy. There is currently no automatic way to generate collision data from a model, so you would likely need to create a simpler entity or combination of entities represe...
- Tue Feb 05, 2008 12:59 am
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
I figured I'd give an update - I'm now wrapping everything up and should have it out the door in the next 48 hours.
I'll also be doing a media update, including these two videos:
http://youtube.com/watch?v=wXj5p1s4Au4
http://youtube.com/watch?v=-m9z_AJCiX4
I'll also be doing a media update, including these two videos:
http://youtube.com/watch?v=wXj5p1s4Au4
http://youtube.com/watch?v=-m9z_AJCiX4
- Mon Jan 28, 2008 6:50 am
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
Looks like I'm going to be exposing the display system entirely. I've decided that there's not much reason to combine it into the BEPUphysics.dll itself, so in v0.4.0 the demos will include the source of the display system as well (essentially, the display source will be moved into open source under...
- Wed Jan 23, 2008 10:35 pm
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
Sure, always helps.
- Wed Jan 23, 2008 9:41 pm
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
It should be coming in the next week or two- probably in a week, barring catastrophic bugs. Of course, now that I've said that, I'm probably doomed. :D There's only so much I can do in regards to the extreme cases where single point precision just doesn't quite cut it, but there have been some chang...
- Wed Jan 23, 2008 9:00 pm
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
If you mean with the engine, many good things v0.4.0 has gotten a little bigger than previously planned, but it's looking like its for the better.
- Thu Jan 10, 2008 3:39 am
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
Don't worry too much about yoshi-spam.
- Wed Jan 09, 2008 10:34 pm
- Forum: Suggestions
- Topic: rendering display objects
- Replies: 16
- Views: 17366
Re: rendering display objects
In v0.4.0, due to a bit of a graphics overhaul, the draw method is now draw(Effect effect, Matrix view, Matrix projection), so you can pass in your own effect (or let the new EntityRenderer take care of everything). If the passed in effect is a BasicEffect, the world, view, and projection matrices a...
- Mon Jan 07, 2008 9:25 pm
- Forum: Questions and Help
- Topic: Jumping
- Replies: 2
- Views: 6714
Re: Jumping
One way to do this would be to send a ray out from the player entity's feet down a couple of inches using Toolbox.findFiniteRayEntityHit. Only objects which are listed in the player's controller list ((Entity).controllers) would need to be compared against. The controllers store collision data betwe...
- Fri Dec 21, 2007 4:38 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9889
Re: turning off gravity for certain entities
Yeah that precisely the thing I was thinking about myself- I'm guessing they've devised a separate sphere case in Havok other than a GJK-based method which deals with numerical error better, which is very possible given the relative ease of sphere cases. It would become rather messy to add in such s...
- Thu Dec 20, 2007 8:35 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9889
Re: turning off gravity for certain entities
After a little messing around, it does seem to be a floating point problem- but not just from one source. The collision detection system is probably detecting contacts barely off center which is then compounded by position correction and probably deseperation to some extent as well. Judging by the f...
- Tue Dec 18, 2007 8:48 pm
- Forum: Suggestions
- Topic: partition
- Replies: 1
- Views: 3933
Re: partition
Yes, I will be adding a revised broadphase system which avoids brute force checks. It will coincide with or come before heightmaps, probably version 0.4.0. It's high on the to-do list, but there's some optimizations and features that need to be put in ASAP (better joint/constraint support, physics d...
- Tue Dec 18, 2007 3:21 am
- Forum: Questions and Help
- Topic: turning off gravity for certain entities
- Replies: 7
- Views: 9889
Re: turning off gravity for certain entities
Technically there is no boolean 'affectedByGravity' flag, but you could use a position tracking (non rotation tracking) force that directly counteracts gravity. Something like: Force f = new Force((Entity).getPosition(), new Vector3(0, 9.81f, 0)); (Entity).addForce(f); f.isTrackingTarget = true; f.i...
- Mon Dec 17, 2007 8:45 pm
- Forum: Questions and Help
- Topic: Apply Impulse in 2.0
- Replies: 1
- Views: 5901
Re: Apply Impulse in 2.0
Unfortunately, no; it doesn't wake objects up. This is a known problem and will be fixed with v0.3.0 (or an earlier patch release if it becomes apparent that 0.3.0 is going to take too long). Until then, using (Entity).isActive = true immediately before/after the applyImpulse call will force the obj...