Regarding BEPU algorithms used.
Posted: Tue May 10, 2011 6:33 pm
I've been reading about how physics engines work a bit, before jumping in and trying to blindly use BEPU.
I'm just curious about a few things, which I'm sure I can discover from the source, but it would be nice if you could just tell me
Does BEPU use Projected Gauss-Siedel? If not, then what?
Is BEPU using continuous collision detection? It looks like no. Edit: No, I see that you're using raycasts instead.
If it's not using CCD, then is there a name for the method being used to resolve penetration and collisions? Is it impulse based?
It looks like BEPU is using MPR like in GPG7's XenoCollide article to detect collision of convex objects -- is that true? (I saw the MPR code in their somewhere but I didn't determine if that's primarily what's used.) If so, then are there plans to add special collision detection cases like sphere-sphere? If not that's fine, but maybe it's worth my time to build a special case for that, if I know that my game will primarily have spheres colliding?
Are you just using Euler integration? Or something fancier?
Feel free to mention any other theories/algorithms used, I'm curious to go read about them.
I'm just curious about a few things, which I'm sure I can discover from the source, but it would be nice if you could just tell me
Does BEPU use Projected Gauss-Siedel? If not, then what?
Is BEPU using continuous collision detection? It looks like no. Edit: No, I see that you're using raycasts instead.
If it's not using CCD, then is there a name for the method being used to resolve penetration and collisions? Is it impulse based?
It looks like BEPU is using MPR like in GPG7's XenoCollide article to detect collision of convex objects -- is that true? (I saw the MPR code in their somewhere but I didn't determine if that's primarily what's used.) If so, then are there plans to add special collision detection cases like sphere-sphere? If not that's fine, but maybe it's worth my time to build a special case for that, if I know that my game will primarily have spheres colliding?
Are you just using Euler integration? Or something fancier?
Feel free to mention any other theories/algorithms used, I'm curious to go read about them.