Search found 41 matches

by -=Magic=-
Mon Nov 12, 2012 7:53 am
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

I should note that ray casts will be slightly faster than convex casts and there usually is no perceptible difference in behavior between the two. I would recommend sticking with ray cast wheels just for ease of use if possible. I cannot use raycast wheel, because the presence of the slot. which ca...
by -=Magic=-
Mon Nov 12, 2012 12:06 am
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

mmm I'm trying to use a convex cast.. I did what you wrote, creating a new class by copy/paste of the RayCastWheelShape. then I used collidable.ConvexCast(_shape, ref startingTransform, ref sweep, out hit) instead of the collidable.RayCast(new Ray(base.wheel.Suspension.WorldAttachmentPoint, base.whe...
by -=Magic=-
Sun Nov 11, 2012 9:22 am
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

I saw that on a previous version of the BEPU, there was a ConvexCastRayWheel. why have you removed it from the engine? From a performance point of view, it would be better to use a raycasted wheel, or a constraint/entity wheel (like a cylinder)? (ex. is better a vehicleinput approach or a cuspension...
by -=Magic=-
Sun Nov 04, 2012 11:51 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

Maybe I found the issue.... for better joint stability, during some previous test I added a static capsule under the paddle. So that the paddle rotate around Y axis, and at the same origin, there's a static capsule (with a radius < of the minimum radius of the paddle) joined to the car's box to form...
by -=Magic=-
Sun Nov 04, 2012 10:34 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

Some more informations: - I've enabled PositionUpdateMode.Continuous for the Paddle. - With the paddle as squished cylinder, the Narrow Phase goes from 0.6 to 7-8ms but with some spikes to 15ms in certain circumstances. This is an example of a turn, so you may see the density of the tasselation (I d...
by -=Magic=-
Sun Nov 04, 2012 6:45 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

Using a squished cylinder works a lot better. But not enough. Which are the params which affect the Narrow phase, for tuning? Reducing the size of the AABB area, should consume more memory but also should reduce the number of triangles to test. Or not? I know the size of the paddle, so that it isn't...
by -=Magic=-
Sun Nov 04, 2012 9:41 am
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

The slowdown spikes, and it coincide with collisions in areas of the mesh with denser tessellation (when the car perform a turn). The paddle is a cylinder mesh, with an ellipsoide as base (instead of circle): Note: I forgot to simplify its physic model. http://www.magicstudio.eu/tmp/paddle.png Some ...
by -=Magic=-
Sat Nov 03, 2012 11:20 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Slot Car Game

Ok, I edited the topic subject, so that I'll use this topic for all my questions :) Actually, I've a fully functional slot car game. Every track part is a mesh, with the paddle which is inserted into the slot and pull the car around the track. Even with bigger tracks I haven't any framedrops. From t...
by -=Magic=-
Fri Oct 19, 2012 10:41 am
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Preserve Velocity after a collision

I have a problem with the join of two meshes. Each mesh is a model of a track part of the slot car game. so each model the "front" and the "back" of the model has the same vertices, so that they can be attacched each other. Simple Example: I have two model (two boxes), BoxA and B...
by -=Magic=-
Sat Oct 06, 2012 7:20 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Preserve Velocity after a collision

For the game on that video, I may confirm that he use the paddle on the slot approach. About my issue, I found the problem :) The wheels doesn't have enough traction when the paddle collide with the slot. So the wheel skids, instead of get traction and continue to pull the car. I solved, removing th...
by -=Magic=-
Thu Oct 04, 2012 6:45 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Preserve Velocity after a collision

I'll check and try tomorrow. Thanks for the support.

p.s.
Have a look at this: http://www.kjow.net/
He use a full physic engine to move the car. As I would like to reproduce.
he use Newton Physic Engine
by -=Magic=-
Thu Oct 04, 2012 6:18 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Re: Preserve Velocity after a collision

I will look at the demo, but if I would like to try this route also? is There a way to preserve the velocity after a collision? Even at slow speed and with high curve tassellation, the speed of the car slow down. Other info: The paddle is a capsule with a radius smaller than the width of the slot. T...
by -=Magic=-
Thu Oct 04, 2012 2:02 pm
Forum: Questions and Help
Topic: Slot Car Game
Replies: 25
Views: 14821

Slot Car Game

Hi, I'have a problem. I'm writing a Slot Card game. I'have a car, with a paddle below it. When tha car moves, the paddles moves inside the slot. what I would like to have, is that the paddle shouldn't brake the car while colliding with the slot. (but should response to a collision, to allow the car ...
by -=Magic=-
Sat Mar 03, 2012 2:57 pm
Forum: Questions and Help
Topic: Joint problem
Replies: 5
Views: 3469

Re: Joint problem

actually I'm tesing with bepu demo project. I added a new screen demo.

I'm doing more tests.. later I'll add more infos.
by -=Magic=-
Sat Mar 03, 2012 9:57 am
Forum: Questions and Help
Topic: Joint problem
Replies: 5
Views: 3469

Re: Joint problem

:(

tryed. same effect. boxB rotate around his joint point with the boxA