v0.15.0 Released!

Discuss topics related to BEPUphysics or physics engine development.
Norbo
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Re: v0.15.0 Early Beta

Post by Norbo » Wed Mar 09, 2011 9:57 am

Updated to Beta 28:
-Fixed a bug which could force a constraint to disobey its minimum iterations, leading to poor behavior.
-Added in degeneracy protection to the ray-triangle test.

Norbo
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Re: v0.15.0 Early Beta

Post by Norbo » Thu Mar 10, 2011 9:11 am

Updated to Beta 29:
-Space.BufferedStates now has a single Enabled property which controls both its ReadBuffers and InterpolatedStates.
-Interpolation should now work properly.
-Fixed a bug where removing an object could cause a simulation island-related exception.
-Entity EventCreator property changed to explicit implementation for cleanliness.
-Updated documentation demos for v0.15.0 (these should be available upon release).
-AffineTransform.Matrix now settable.
-AffineTransforms can now be created from RigidTransforms using the AffineTransform.CreateFromRigidTransform static method.
-Reduced memory overhead on unused event managers.
-Readded v0.14.2's model vertex extractor for windows and xbox360. It won't be perfect, though.

Norbo
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Re: v0.15.0 Early Beta

Post by Norbo » Fri Mar 11, 2011 10:23 am

Updated to Beta 30:
-Changed a whole bunch of namespaces around and put classes where they belong in the hierarchy. This process will finish at the same time as the XML documentation gets done (see below).
-Added a large amount of XML documentation. Only a few thousand comments to go.
-Unlocked Step 1 of Repetitive Strain Injury achievement.
-The SpaceObjectBuffer should now work properly.
-Changed CollisionInformation class name to Collidable. Related classes with "CollisionInformation" in their names had that substring changed to Collidable as well.
-Changed CollisionEntry back to BroadPhaseEntry.
-Removed CollisionRulesManager; absorbed its static methods and properties into CollisionRules.
-Deleted old unused event management systems.
-Changed IMobileCollisionEntry to abstract class MobileCollidable : Collidable.
-Constraint is now "TwoEntityConstraint." Constraint namespaces more organized.
-Moved DefaultMinimumImpulse and DefaultMinimumIterations from CollisionResponseSettings to SolverSettings.
-Removed IProcessingStage and IMultithreadedProcessingStage; all systems directly inherit from ProcessingStage or MultithreadedProcessingStage.
-Changed ActivityManager to DeactivationManager.
-Added constructor overloads to MinkowskiSumShape which output computed center.

Danthekilla
Posts: 135
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Re: v0.15.0 Early Beta

Post by Danthekilla » Fri Mar 11, 2011 12:54 pm

Norbo wrote:Updated to Beta 30:
-Changed a whole bunch of namespaces around and put classes where they belong in the hierarchy. This process will finish at the same time as the XML documentation gets done (see below).
-Added a large amount of XML documentation. Only a few thousand comments to go.
-Unlocked Step 1 of Repetitive Strain Injury achievement.
-The SpaceObjectBuffer should now work properly.
-Changed CollisionInformation class name to Collidable. Related classes with "CollisionInformation" in their names had that substring changed to Collidable as well.
-Changed CollisionEntry back to BroadPhaseEntry.
-Removed CollisionRulesManager; absorbed its static methods and properties into CollisionRules.
-Deleted old unused event management systems.
-Changed IMobileCollisionEntry to abstract class MobileCollidable : Collidable.
-Constraint is now "TwoEntityConstraint." Constraint namespaces more organized.
-Moved DefaultMinimumImpulse and DefaultMinimumIterations from CollisionResponseSettings to SolverSettings.
-Removed IProcessingStage and IMultithreadedProcessingStage; all systems directly inherit from ProcessingStage or MultithreadedProcessingStage.
-Changed ActivityManager to DeactivationManager.
-Added constructor overloads to MinkowskiSumShape which output computed center.


Someones been busy... Bepu is coming along very nicely!

Norbo
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Re: v0.15.0 Early Beta

Post by Norbo » Sat Mar 12, 2011 10:23 am

Someones been busy... Bepu is coming along very nicely!
Should just be a couple of more days now :)

Updated to Beta 31:
-Completed library xml documentation.
-Fixed the rest of the class namespaces.
-Removed GetMotionState method from Entity in favor of just having the MotionState property.
-Entity buffered and interpolated states accessors now properly check for the manager being Enabled first.
-Removed public Entity.ApplyLinearImpulse and Entity.ApplyAngularImpulse in favor of just using the LinearMomentum/LinearVelocity and AngularMomentum/AngularVelocity properties when appropriate.
-BufferedStateManager's entity list is now read-only.
-Removed erroneous BlendAmount entry in EntityStateReadBuffers.
-ISpace/Space entities list now read only.
-IForceUpdateable now has a properly named ForceUpdater property.
-Changed the VelocityUpdateable.. function names in ForceUpdater to properly begin with ForceUpdateable.
-DetectorVolume is now a CollisionRulesOwner.
-Assigning an entity's mass will now properly recompute physical properties using the new mass rather than the old mass.
-Did another pass over the demos and documentation demos for testing and integration with the latest version.
-Removed TwoEntityConstraints and SolverUpdateables lists from Entity, replaced with convenience enumerables that just walk through the connections list.

Norbo
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Re: v0.15.0 RC1

Post by Norbo » Sun Mar 13, 2011 8:30 am

Updated to RC1:
-Fixed a bug where pair handlers that got removed while they still had contacts in them would not trigger all the contact removed events that they should have. This caused bugs in compound based pair handlers as well, which should now be resolved.
-Went through all demos, phone demos, and documentation demos on all platforms.
In new demos version to be released with v0.15.0:
-Replaced plinko demo with instanced mesh demo.
-Replaced "various things" demo with continuous Discrete vs Continuous detection demo
-Reordered demos into conceptual groups (first set shows mostly collision stuff, second constraint stuff, third other features).
-Updated documentation for v0.15.0.

Spankenstein
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Re: v0.15.0 RC1

Post by Spankenstein » Sun Mar 13, 2011 12:23 pm

It's about time you started accepting donations ;) Good work!

Norbo
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Re: v0.15.0 Release Candidates

Post by Norbo » Mon Mar 14, 2011 1:17 am

It's about time you started accepting donations Good work!
Funny you should mention that... :D

Updated to RC2:
-Added in xml docs for the remaining method overrides and implementations.
-Created .chm for v0.15.0 (will be released along with all the other docs/demos)
-Removed some dead fields from the Box prefab.
-Moved ForceFields into their proper namespace.
-CurveControlPointList now has a less garbagey enumerator.

Norbo
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Re: v0.15.0 Released!

Post by Norbo » Mon Mar 14, 2011 7:54 am

Updated to reflect the release of v0.15.0. Go to www.bepuphysics.com!

Danthekilla
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Re: v0.15.0 Released!

Post by Danthekilla » Mon Mar 14, 2011 8:21 am

Norbo wrote:Updated to reflect the release of v0.15.0. Go to http://www.bepuphysics.com!

WOW!

Amazing work, this is really great.

I did not expect it to go open source at all!

:)

Norbo
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Re: v0.15.0 Released!

Post by Norbo » Mon Mar 14, 2011 9:13 am

WOW!

Amazing work, this is really great.

I did not expect it to go open source at all!
I figured you might like that :)

It will be interesting to see where things go from here. I'll be continuing development and answering on the forums like normal of course, but hopefully some more people will join in too :)

Spankenstein
Posts: 249
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Re: v0.15.0 Released!

Post by Spankenstein » Mon Mar 14, 2011 11:11 am

You should have received something from a certain 'Mr. Perkins', all being well.

Thanks for all the hard work Norbo.

Norbo
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Re: v0.15.0 Released!

Post by Norbo » Mon Mar 14, 2011 11:47 am

You should have received something from a certain 'Mr. Perkins', all being well.

Thanks for all the hard work Norbo.
Received and appreciated :)

noone
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Re: v0.15.0 Released!

Post by noone » Mon Mar 14, 2011 1:41 pm

You go open source? Awesome! This is really a great project and the engine with the most features available. Your engine was always a great inspiration for jitter physics and often gave me headaches ("wtf, why is there engine so stable and fast?!") :)

Keep going, Great work!

Btw: Did you notice that "Newton Game Dynamics" went open source too, recently?

Danthekilla
Posts: 135
Joined: Sun Jan 17, 2010 11:35 am

Re: v0.15.0 Released!

Post by Danthekilla » Mon Mar 14, 2011 1:55 pm

I posted about the new and awesome Bepu on the sunburn forums, I imagine that many people will move from there little physics engine to this now.

People seem to love it so far.

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