Search found 69 matches
- Sat Aug 31, 2013 6:20 am
- Forum: Questions and Help
- Topic: Proper way to freeze / disable entity?
- Replies: 6
- Views: 6128
Re: Proper way to freeze / disable entity?
Hi, I recently had a similar problem which I was able to solve with a fairly simple change in SimulationIslandSimulator.cs. Essentially, I added "bool IsAlwaysDeactivationCandidate" which is checked in UpdateDeactivationCandidacy and causes the instance to disregard velocity and timeouts w...
- Tue May 28, 2013 5:51 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 219369
Re: Games using bepu
I just wanted to officially add my game "Thunder Moon" to this list because it's finally in peer review on XBLIG! Thank you Norbo, very much, for making your work available to low budget indie devs such as myself. Out of respect for your time I've done my best to resolve the many challenge...
- Tue May 07, 2013 1:08 am
- Forum: Questions and Help
- Topic: Single entity JointLimit?
- Replies: 4
- Views: 3559
Re: Single entity JointLimit?
Oh shoot, you are right of course. I was looking for/expecting logic along the lines of "if(connectionA == null)" to be scattered everywhere and I never noticed that logic in the property setters which of course makes perfect sense. Thanks for pointing that out. BTW adjusting the angular v...
- Tue May 07, 2013 12:34 am
- Forum: Questions and Help
- Topic: Single entity JointLimit?
- Replies: 4
- Views: 3559
Re: Single entity JointLimit?
Thanks Norbo. I'll start with manipulating the angular velocities. I expect it will do the trick. It would be nice if there were a constraint or motor suited for this problem but I don't mind a manual solution. Whatever works! Incidentally, I had been peeking around in various constraint classes loo...
- Mon May 06, 2013 10:34 pm
- Forum: Questions and Help
- Topic: Single entity JointLimit?
- Replies: 4
- Views: 3559
Single entity JointLimit?
Hi, I have a situation where a flying character is moving around under the influence of a linear motor and an angular motor. Sometimes, when the goal direction changes dramatically, the character will flip over as it orients to the goal. I'd like the NPC to not do this, and I am still trying to figu...
- Wed May 01, 2013 10:41 pm
- Forum: Questions and Help
- Topic: Small issue with Kinematic CompoundBody ctor
- Replies: 4
- Views: 3627
Re: Small issue with Kinematic CompoundBody ctor
Thanks very much for the detailed & helpful reply, as usual. I'll look into initializing the entity directly, that seems most likely to help performance based on your comments.
- Wed May 01, 2013 9:08 pm
- Forum: Questions and Help
- Topic: Small issue with Kinematic CompoundBody ctor
- Replies: 4
- Views: 3627
Re: Small issue with Kinematic CompoundBody ctor
Interesting, thanks for the explanation. If I understand correctly, it seems like it might be preferred for kinematic CompoundBody objects to use a separate CompoundShape ctor that didn't need to ComputeCenter or adjust the local position? Not that it's a big deal but I'm always looking for ways to ...
- Wed May 01, 2013 7:22 pm
- Forum: Questions and Help
- Topic: Small issue with Kinematic CompoundBody ctor
- Replies: 4
- Views: 3627
Small issue with Kinematic CompoundBody ctor
I was providing a list of zero mass shapes to a CompoundBody ctor and the ComputeCenter failed validation because of the zero mass total of all shapes caused a divide by zero. Note that I am using the CompoundBody ctor that doesn't take mass, which the XML docs say is the way to create a kinematic C...
- Tue Apr 23, 2013 9:02 pm
- Forum: Questions and Help
- Topic: hg server error
- Replies: 2
- Views: 3376
Re: hg server error
Makes sense, thanks for letting me know. Now I need to go learn how to hook my branch to a different fork
- Tue Apr 23, 2013 4:07 pm
- Forum: Questions and Help
- Topic: hg server error
- Replies: 2
- Views: 3376
hg server error
It may be something I'm doing wrong, but when I try to use TortoiseHg to check for incoming changes it gives me an "HTTP Error: 500 (URL Rewrite Module Error.)" message. The log shows this: % hg --repository C:\code\bepu\development incoming --quiet --bundle c:\users\localuser\appdata\loca...
- Sat Apr 20, 2013 7:36 pm
- Forum: Suggestions
- Topic: CompoundShapeEntry validation suggestion
- Replies: 3
- Views: 22496
- Sat Apr 20, 2013 5:39 pm
- Forum: Suggestions
- Topic: CompoundShapeEntry validation suggestion
- Replies: 3
- Views: 22496
Re: CompoundShapeEntry validation suggestion
Also I was wondering, it seems like it would make sense for the Matrix.Validate methods to use the Vector.Validate for each of the axes since they will typically (always?) be used for transform math that would rely on the LengthSquared() being in range. It also seems likely the LengthSquared of each...
- Sat Apr 20, 2013 5:27 pm
- Forum: Suggestions
- Topic: CompoundShapeEntry validation suggestion
- Replies: 3
- Views: 22496
CompoundShapeEntry validation suggestion
Hi Norbo, I recently had a problem that was due to my own error, but to find the cause I wound up adding some more validation to the CompoundShapeEntry which you may want to consider keeping around. The first type is the validation of the transforms provided to the ctors. Higher level code had been ...
- Mon Apr 08, 2013 4:05 am
- Forum: Suggestions
- Topic: Contact & ContactData.Validate()
- Replies: 7
- Views: 28850
Re: Contact & ContactData.Validate()
Thanks Norbo, that makes sense to me. I appreciate your time as always!
- Mon Apr 08, 2013 12:19 am
- Forum: Suggestions
- Topic: Contact & ContactData.Validate()
- Replies: 7
- Views: 28850
Re: Contact & ContactData.Validate()
Thanks for the explanation. As for providing a repro, this seems to be a pretty rare thing to have happen. I only seem to get it after hours of heavy load testing, and unpredictably at that, because I haven't yet been able to figure out the inputs that cause the problem. I will try to get more infor...