Alex McLeod |
2007-11-12 12:47:45 |
23 |
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It'd be really handy if we could query an object's momentum at a point, like the inverse of RigidBody::AddWorldImpulse.
Something like:
SPEVector RigidBody::GetWorldImpulse(SPEVector &pos), or ::GetTensor(void *pmat).
This could be used for calculating collision damage, or buoyancy forces against a boat, or friction against a ray-cast car wheel. Would this be possible in the next release? |
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phyar |
2007-11-08 13:54:40 |
22 |
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Does SPEWorld::CastRay test against the whole mesh, or is a convex hull used? Collisions are working perfectly with concave meshes, but I'm getting erratic results from SPEWorld::CastRay with concave parts of the same meshes.
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SPEWorld::CastRay was designed to test against the whole mesh, but I recently found a bug with this function, it has been fixed now but you need to wait for the next release. Thanks. |
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Alex McLeod |
2007-11-08 12:39:17 |
21 |
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Does SPEWorld::CastRay test against the whole mesh, or is a convex hull used? Collisions are working perfectly with concave meshes, but I'm getting erratic results from SPEWorld::CastRay with concave parts of the same meshes. |
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phyar |
2007-10-10 20:21:28 |
20 |
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Is OS X or linux support available?
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I plan to provide Linux edition in version 3.5, no near plan for OS X at present. Thanks. |
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Robin |
2007-10-10 18:09:05 |
19 |
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Is OS X or linux support available? |
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Pegas |
2007-10-09 23:40:27 |
18 |
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And any tutorial how to make charachter controler for control camera? |
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Pegas |
2007-10-09 21:09:32 |
17 |
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Hello. I'm sorry for my terrible english. I have a problem with SPE. Can you write sample special for me with my one model in format .x? SPE Failed if i load this model.
pegas@lsiggroup.cz |
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phyar |
2007-10-05 10:48:06 |
16 |
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Hello. I'm sorry for my terrible english, but what pappers is your engine based on? Or is it fully your invention? I've heard that it uses some kind position-based alghorithms, and Verlet integrator, but I'm not sure. Where could I read about technnical side of your engine?
Thanks.
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In fact, I rarely read some papers although I collected many, what I read a lot is physics books and mathmatics books.
I don't think it's a matter what type of integration you use, I use simple Euler methed to do integration. Tri-mesh preprocess and collision detection is my own invention so you can not find any information in any papers. The solver I used in SPE is more like a constraint method, but I use a different form and I've done a lot modifications. I believe impulse-based, constraint-based or position-based are the same things in mathmatics while solving rigid body dynamics, but I just know a little about position-based method and maybe it is helpful while simulating clothes things.
Thanks. |
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Suslik[mipt] |
2007-10-04 21:24:18 |
15 |
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Hello. I\'m sorry for my terrible english, but what pappers is your engine based on? Or is it fully your invention? I\'ve heard that it uses some kind position-based alghorithms, and Verlet integrator, but I\'m not sure. Where could I read about technnical side of your engine?
Thanks. |
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phyar |
2007-10-02 09:14:14 |
14 |
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does SPE handle very large terrain meshes well? (600k to 10M tris) what sort of broadphase is used?
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I just test 500*500(500k triangles) terrain and it works well. I\'ll optimize it to handle 1000*1000(2M triangles) terrain without performance reduction in the next release. I use a special spacial grid to accerate broad phase. Thanks. |
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