Hi again!
I'm making a physics object particle system class.
Just wondering, is it possible to make "light weight" entities that aren't simulated as accuratly?
Entity simulation quality
Re: Entity simulation quality
In the below thread you can find a VertexEntity that has the minimum functionality required to implement general purpose collision detection. This will be a bit faster than other entity types, since more complex objects require more complex extreme point methods. Also, by preventing orientation changes (infinite inertia), the solver may be able to figure things out a bit faster.
http://www.bepu-games.com/forums/viewto ... ?f=4&t=758
You can also change the collision rules of an entity so that it doesn't collide with certain things, which may speed things up. Check the Collision Rules documentation on the website for more information (http://www.bepu-games.com/BEPUphysics/documentation.htm).
http://www.bepu-games.com/forums/viewto ... ?f=4&t=758
You can also change the collision rules of an entity so that it doesn't collide with certain things, which may speed things up. Check the Collision Rules documentation on the website for more information (http://www.bepu-games.com/BEPUphysics/documentation.htm).
Re: Entity simulation quality
Great! Thanks!