Some questions about spatial partitioning
Posted: Tue May 29, 2012 9:25 pm
Hi,
I am very new to BEPU, and have just implemented the full character demonstration from the playground demo. I must say that I am impressed how fast it is to setup. However, I am curious how BUPU (or rather the Space object) handles spatial partitioning, or if I am supposed to implement my own (Octtree for example) and use the Add/Remove opitions of the Space object. I would like to import a FBX file as a kind of BSP layout, and other FBX files as detailed object, possibly culled using frustum culling in a heirarchical bounding setup.
Also, in regards to the character setup, which uses a Cylinder with a option for setting the mass (dynamic). I can change every setting in all the relevant source files after creating the intial CharacterControllerInput object in the XNA boilerplate, but the program crashes if I set the Body.Mass property, even if I give it the very same value. The only time it doesn't crash is when I give it a negative value, which simply turns it kinetic (which isn't what I want right now). Is there something I must call?
Chris
I am very new to BEPU, and have just implemented the full character demonstration from the playground demo. I must say that I am impressed how fast it is to setup. However, I am curious how BUPU (or rather the Space object) handles spatial partitioning, or if I am supposed to implement my own (Octtree for example) and use the Add/Remove opitions of the Space object. I would like to import a FBX file as a kind of BSP layout, and other FBX files as detailed object, possibly culled using frustum culling in a heirarchical bounding setup.
Also, in regards to the character setup, which uses a Cylinder with a option for setting the mass (dynamic). I can change every setting in all the relevant source files after creating the intial CharacterControllerInput object in the XNA boilerplate, but the program crashes if I set the Body.Mass property, even if I give it the very same value. The only time it doesn't crash is when I give it a negative value, which simply turns it kinetic (which isn't what I want right now). Is there something I must call?
Chris