Dynamic Mesh -> what Class ?

Discuss any questions about BEPUphysics or problems encountered.
Pavi
Posts: 12
Joined: Wed Feb 22, 2012 12:08 am

Re: Dynamic Mesh -> what Class ?

Post by Pavi »

As you said I had to move the init instructions to the physic thread. I'm not very experienced with threads so i hope this will keep working, or i will just get rid of it. I think it's not necessary for what I'm trying to achieve, but I'm always trying to get the best performance :D
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Dynamic Mesh -> what Class ?

Post by Norbo »

I implemented a few more things to help unstuck objects between triangles in the development fork. I'll get to the other reports over the next few days.
Norbo
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Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Dynamic Mesh -> what Class ?

Post by Norbo »

I got around to the MobileMesh issue- it seems to be related to simulation islands. A temporary workaround would be to set the entity.ActivityInformation.IsAlwaysActive to true. I'll try to get a fix on the development fork later tonight.
Norbo
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Joined: Tue Jul 04, 2006 4:45 am

Re: Dynamic Mesh -> what Class ?

Post by Norbo »

The development fork now includes a fix to the mobile mesh-mobile mesh island issue. No related character controller issues were seen; only the regular slowdown from too many collisions going on.
Pavi
Posts: 12
Joined: Wed Feb 22, 2012 12:08 am

Re: Dynamic Mesh -> what Class ?

Post by Pavi »

thank you very much! works very well now.
Norbo
Site Admin
Posts: 4929
Joined: Tue Jul 04, 2006 4:45 am

Re: Dynamic Mesh -> what Class ?

Post by Norbo »

It appears the graphical issue is at least partially caused by the convex hull algorithm getting confused. That particular model has a lot of redundant points in it which the current implementation doesn't like too much. The result is a triangulation which has many unnecessary degenerate and internal triangles. How that manages to confuse the renderer so thoroughly is still unknown.

Thanks for testing/finding and reproducing these issues! :)
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