Search found 43 matches

by nikolaiko
Thu Sep 18, 2014 9:08 am
Forum: Questions and Help
Topic: Infinite Update function
Replies: 10
Views: 27956

Re: Infinite Update function

I added BEPU sources to my projects, added some trace to Space.Update and found that we going into Solver.Update -> protected override void UpdateMultithreaded(). So, somethere here we are stucking. protected override void UpdateMultithreaded() { ParallelLooper.ForLoop(0, solverUpdateables.Count, mu...
by nikolaiko
Thu Sep 18, 2014 4:46 am
Forum: Questions and Help
Topic: Infinite Update function
Replies: 10
Views: 27956

Re: Infinite Update function

Hm, will try to debug it, and wrote about results, but anyway, you told what I need to call event handlers from same thread as call Update method?
by nikolaiko
Wed Sep 17, 2014 11:37 am
Forum: Questions and Help
Topic: Infinite Update function
Replies: 10
Views: 27956

Infinite Update function

Hi. I faced the following problem. I am using separate thread to update the physical world, running this method in separate thread : public void Run() { try { Stopwatch Timer = new Stopwatch(); Timer.Start(); IsRunning = true; while (IsRunning) { Log.DebugFormat("Updating physics thread");...
by nikolaiko
Tue Sep 16, 2014 9:33 am
Forum: Questions and Help
Topic: Physical contacts and impulses
Replies: 3
Views: 19167

Re: Physical contacts and impulses

Sorry, for long silence, worked with level design, and didn't touch player. Thanks for answer, will try yor advices and tell about results.
by nikolaiko
Fri Sep 12, 2014 9:48 am
Forum: Questions and Help
Topic: Physical contacts and impulses
Replies: 3
Views: 19167

Physical contacts and impulses

Hi, I continuing my work on my game using this engine and I have few questions about contacts detecting and impulses. In my game players fight with each other. So, one of the ways to destroy opponent - shot a rocket and hit enemy. I have implemented this functionality using ContactCreated event. The...
by nikolaiko
Mon Sep 01, 2014 6:45 am
Forum: Questions and Help
Topic: Terrain or space physical propeties
Replies: 13
Views: 35090

Re: Terrain or space physical propeties

Ok, here is the video of issue in game.

We spawn player (CharacterController) above the ground and then it going down. And fall throught ground. I will try to reproduce this on BepuDemo project and tell about results.
by nikolaiko
Fri Aug 29, 2014 9:14 am
Forum: Questions and Help
Topic: Terrain or space physical propeties
Replies: 13
Views: 35090

Re: Terrain or space physical propeties

Thanks for the reply! The CharacterController's bounding box extends above and below the actual character body to detect stepping opportunities, so it is not a good representation of the shape itself. Maybe it is not good representation, but I done this for one reason. In my application I synchroniz...
by nikolaiko
Thu Aug 28, 2014 10:57 am
Forum: Questions and Help
Topic: Terrain or space physical propeties
Replies: 13
Views: 35090

Terrain or space physical propeties

Hi, I have question about terrain character controller and their collision. So, I am creating terrain : foreach (BPTerrain CurrentTerrain in Terrains) { var Data = new float[CurrentTerrain.Width, CurrentTerrain.Height]; for (int i = 0; i < CurrentTerrain.Height; i++) { for (int j = 0; j < CurrentTer...
by nikolaiko
Wed Aug 20, 2014 3:52 pm
Forum: Questions and Help
Topic: Abount quaternions and rotation
Replies: 4
Views: 20972

Re: Abount quaternions and rotation

Ok, now I got it. I think. I fixed issue with rotating, problem was in normalizing second vector. As Norbo mentioned in his post. And now my character is rotating very well, but I found one thing. Seems like engine in some reasons known only to it :) , some times or every update cycle just drop Body...
by nikolaiko
Wed Aug 20, 2014 5:00 am
Forum: Questions and Help
Topic: Abount quaternions and rotation
Replies: 4
Views: 20972

Re: Abount quaternions and rotation

Thanks for the answer! Looks like I worked in totaly wrong way all this time. :? Okey. I will try to fix this out. But I have some more questions. 1. I tried to use HorizontalMotionConstraint first. But I didn't found any way to set the speed of moving. I can set any vector, looks like HorizontalMot...
by nikolaiko
Tue Aug 19, 2014 10:53 am
Forum: Questions and Help
Topic: Abount quaternions and rotation
Replies: 4
Views: 20972

Abount quaternions and rotation

Hi, I working with BEPU engine for a while and have some questions about it. 1. I am using BEPUPhysics for server-side physics engine, and in the other hand - Unity to draw everything on client side. So, from client come request to move player in some direction (in other words it send request with d...
by nikolaiko
Tue Aug 05, 2014 5:30 am
Forum: Questions and Help
Topic: User aim functionality.
Replies: 2
Views: 2700

Re: User aim functionality.

Ok, thanks for reply.

I think I will try make a multiply raycasts on the aiming area.
by nikolaiko
Mon Aug 04, 2014 9:58 am
Forum: Questions and Help
Topic: User aim functionality.
Replies: 2
Views: 2700

User aim functionality.

Hi, I just started to work with BEPUPhysics and have one question about it. I created a CharacterController (it have property - Body it represent physical body of character). So, I need ability to detect then one player got other body in aim. But my aim is not a crosschair it is a something like thi...