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Re: ConstantAngularSpeedCurve ?

Posted: Sun May 19, 2013 11:50 pm
by Norbo
What do you Recommend to me to integrate bepuphysics?
I'm not clear on what type of recommendation you're looking for; a more specific question might help.

Re: ConstantAngularSpeedCurve ?

Posted: Mon May 20, 2013 12:01 am
by kavatortank
Yeah, I know it's a big question. but do you have any advice for integrating a physics engine running on XNA with the specifications from my project that I gave up ?

Re: ConstantAngularSpeedCurve ?

Posted: Mon May 20, 2013 12:47 am
by Norbo
The answer is a bit too large to type up in a reasonable period of time, and it would have a low density of value :) General recommendations can be found scattered throughout the documentation and demos.

Re: ConstantAngularSpeedCurve ?

Posted: Mon May 20, 2013 6:17 pm
by kavatortank
Ok, and BepuPhysicsEngine is free ? I can integer it in my game, and put my game in the net ( if it works ^^ ) ?

Re: ConstantAngularSpeedCurve ?

Posted: Mon May 20, 2013 6:40 pm
by Norbo
Monetarily, it is completely free. It is also pretty free in terms of freedom; it is licensed under the permissive Apache 2.0 license.

Re: ConstantAngularSpeedCurve ?

Posted: Mon May 20, 2013 7:01 pm
by kavatortank
So, thanks a lot men. This week I'm going to integer this physics engine. Maybe I will have other questions ^^

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 2:54 pm
by kavatortank
Re,
Do I have to separate my model into smaller model. Ie have a gun model, a turret, one for each wheel and one for the hull, and then link each model with the physical entity. Or can I directly related to each physical entity corresponding bone?

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 8:21 pm
by Norbo
That's up to you; either way will work.

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 8:39 pm
by kavatortank
BepuPhysics have OrientedBoundingBox ?

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 8:48 pm
by Norbo
There is no "Oriented" version of a BoundingBox struct, but there is a box-box special case used when two physical boxes collide. It's designed to be used with colliding entities and so takes BoxShapes, but you could use it to perform OrientedBoundingBox-style tests if you wanted. The BoxShape type itself also provides a RayTest.

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 8:50 pm
by kavatortank
The integration seems impossible ^^

Re: ConstantAngularSpeedCurve ?

Posted: Tue May 21, 2013 9:00 pm
by Norbo
Is there a particular issue you're running into?

Re: ConstantAngularSpeedCurve ?

Posted: Wed May 22, 2013 8:30 pm
by kavatortank
In my scene management, I have two functions:
- A Draw to display my models
- An update to my actors updater

But now I want to use the physics engine, so the actors will update the update of the current Space.
So the physics engine (Bepuphysics) will update the positions and orientations of ISpaceObject.
After the update of the current space, I need to update my graphics matrices actors.
My question is, How can I recover a matrix generically ISpaceObject?

Re: ConstantAngularSpeedCurve ?

Posted: Wed May 22, 2013 9:09 pm
by Norbo
My question is, How can I recover a matrix generically ISpaceObject?
You cannot; not all ISpaceObjects have such a matrix. I would recommend against trying to set up the interaction at the level of ISpaceObjects. They are not sufficiently informative.

All Entity objects, however, have a WorldTransform property based on their Position and Orientation. All objects capable of motion in BEPUphysics are Entity objects, and they're the only ones with that sort of WorldTransform that get updated by simulation.

There are other objects, such as StaticMeshes, which also have some type of transform, but such objects are conceptually separate from entities. For example, a StaticMesh is incapable of motion, and its matrix represents an affine rather than rigid transform.

If you wish to bundle such static geometry and entities together, I would recommend creating an abstraction layer which contains understanding of the conceptual physical separation while offering a transparent view for the graphics to use. For a simple example, check out the BEPUphysicsDrawer; each display object understands how to transform itself according to its associated physics object, boiling down to a set of triangles and a transform. (Most of the static display types just bake in the transforms, but it would be easy enough to grab the transforms directly from the objects and transform dynamically.)

Re: ConstantAngularSpeedCurve ?

Posted: Thu May 23, 2013 9:35 pm
by kavatortank
I have a question for you.
I have bugs when I used Heights for my Heightmap.
I generate a model from a 2D texture with the content pipeline processor.
But I want to know if a StaticMesh ( from model ) has a high cost for collision test ?
Because my heightmap is a big model.
Thanks.