Search found 92 matches

by mcmonkey
Fri Sep 09, 2016 10:13 pm
Forum: Questions and Help
Topic: Border between two spaces
Replies: 5
Views: 5122

Re: Border between two spaces

Welllllllllp I did research based on your suggestion. Turns out modern processors are just as fast if not faster calculating doubles than floats, excluding tiny amounts of memory usage. I did a test run of BEPU s/float/double, and after fixing your terrifying entity state manager write buffer thingy...
by mcmonkey
Sun Sep 04, 2016 6:53 am
Forum: Questions and Help
Topic: Border between two spaces
Replies: 5
Views: 5122

Re: Border between two spaces

Let me explain my situation a bit better. The world is NOT going to be a million by a gerjillion wide actively loaded and calculating. I don't intend to run off a supercomputer here. The world is going to be some smattering of activity at -10000 units, and perhaps some at 234567 units and so on. As ...
by mcmonkey
Sat Sep 03, 2016 2:06 am
Forum: Questions and Help
Topic: Border between two spaces
Replies: 5
Views: 5122

Border between two spaces

HHaHAHahahAHAhaHAHaHAhA I'm insane and so is this post, so bear with me a little... I have a problem. I have a /really big/ area to cover. Way bigger than a Vector3 of floats can cover, unfortunately. So I came up with a plan: Make a big grid of spaces that generate and destruct as you enter or leav...
by mcmonkey
Fri Jun 10, 2016 10:10 am
Forum: Questions and Help
Topic: Keeping an object facing a specific direction using forces
Replies: 2
Views: 4275

Re: Keeping an object facing a specific direction using forc

Oh side note, I donated $50 to BEPU. It's a small fraction of what you deserve for the amazing help you've given (not to mention building an amazing physics engine in the first place), but it's a start :P


One day maybe I'll be rich from selling games, and you'll get a fair piece of the pile :P
by mcmonkey
Fri Jun 10, 2016 9:33 am
Forum: Questions and Help
Topic: Keeping an object facing a specific direction using forces
Replies: 2
Views: 4275

Keeping an object facing a specific direction using forces

Time to ask a general physics coding question in the forum for the specific physics engine in use even though a mathematical forum might make more sense... were a quality one to exist :/ So I have an object floating in the air. This object can be knocked about by any number of exterior factors. This...
by mcmonkey
Sun May 15, 2016 11:38 am
Forum: Questions and Help
Topic: Steps to build a custom entity shape
Replies: 3
Views: 5273

Re: Steps to build a custom entity shape

So I have no idea what I actually did wrong in my code, but I realized the general concept was wrong. I rewrote my custom entity shape to use GroupPairHandler instead of StandardPairHandler. It simplified the code a fair bit, after optimizing for limitations of the physics engine. As a quick aside: ...
by mcmonkey
Sun May 15, 2016 2:29 am
Forum: Questions and Help
Topic: Steps to build a custom entity shape
Replies: 3
Views: 5273

Steps to build a custom entity shape

As I dig myself further into this neat little hole... I want to build a custom entity shape - one that is non-convex and generally a giant mess of weird-shaped-ness. What are the proper steps to go about doing this? I have made an initial series of attempts of course...: - I have the shape object. -...
by mcmonkey
Fri Mar 18, 2016 12:11 pm
Forum: Questions and Help
Topic: Detecting and measuring impact force
Replies: 1
Views: 3622

Detecting and measuring impact force

Through simple usage of BEPU's proper feature set, we can do this: Body.CollisionInformation.Events.ContactCreated += Events_ContactCreated; void Events_ContactCreated(EntityCollidable sender, Collidable other, CollidablePairHandler pair, ContactData contact) { ... } and in that event code, we can d...
by mcmonkey
Fri Mar 18, 2016 11:56 am
Forum: Questions and Help
Topic: How to best go about debugging laggy physics
Replies: 1
Views: 3309

How to best go about debugging laggy physics

You know what's fun? When everything is broken and you don't know why! Every once in a while, as I reload my project too many times, some unknown piece of data is getting corrupted and causing BEPU to eat far more CPU than should ever happen, as seen here: http://i.imgur.com/U1YGvXU.png That reduces...
by mcmonkey
Tue Jan 12, 2016 1:31 pm
Forum: Questions and Help
Topic: ConvexHullShape error
Replies: 3
Views: 4368

Re: ConvexHullShape error

Lars wrote:Hi,

try this line before creating the new ConvexHullShape

Code: Select all

ConvexHullHelper.RemoveRedundantPoints(vertices);
Ooh. That fixed it, thanks!


Now the question is why is that necessary to do in my own code?
by mcmonkey
Tue Jan 12, 2016 8:41 am
Forum: Questions and Help
Topic: ConvexHullShape error
Replies: 3
Views: 4368

ConvexHullShape error

So I'm constructing a ConvexHullShape with this code: List<Vector3> vertices = GetCollisionVertices(input); for (int i = 0; i < vertices.Count; i++) { SysConsole.Output(OutputType.INFO, "VERT: " + vertices[i]); } return new ConvexHullShape(vertices); Simple and straight forward. I got this...
by mcmonkey
Sun Dec 27, 2015 9:31 am
Forum: Questions and Help
Topic: new tutorials
Replies: 4
Views: 6368

Re: new tutorials

All the links on https://infiniteproductionsblog.wordpre ... tutorials/ are log-in requiring links as well, making the whole of the tutorials inaccessible.


EDIT: oh and you have wordpress configured to give informational text in French, yet the actual contents are in English.
by mcmonkey
Fri Nov 27, 2015 7:13 am
Forum: Suggestions
Topic: Entities/constraints hierarchy
Replies: 3
Views: 23285

Re: Entities/constraints hierarchy

I keep physics separate from game in my creation. Basically, I can do: Entity ent = new CarEntity(); MyRegion.Add(ent); and I've got an entire functional car there and spawned :) Entity, CarEntity, and Region are all classes I own, and all have custom methods. EG Entity is abstract and has SpawnBody...
by mcmonkey
Sun Nov 15, 2015 1:32 pm
Forum: Questions and Help
Topic: I'm insane, please help me add to your engine
Replies: 9
Views: 7586

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

Aha! I figured out my issue with the character interacting wrong... I, er, replaced a ">=" with a ">" on a line. Funny how the tiniest changes create the biggest, most confusing errors. Now it works near perfectly :D As far as mathematical accuracy et al, it's just about perfect....
by mcmonkey
Sat Nov 14, 2015 9:07 am
Forum: Questions and Help
Topic: I'm insane, please help me add to your engine
Replies: 9
Views: 7586

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

You are absolutely amazing! Thank you so much! Like I can't even express how thankful I am. After we get this fully working, I am fully willing to repay you however I can. (I'm skilled with using OpenGL through OpenTK and could help rewrite the demos to that or something since I believe you said you...