Open GoogleCodeExporter opened 9 years ago
Thanks, must be suffering from code blindness. Will add to do list and look at
porting.
Original comment by xexu...@gmail.com
on 11 Apr 2011 at 7:55
No worries again. :) GImpact is probably another 'if you're feeling brave'
thing. There's a strange combination of macros, static methods, and a new set
of types to merge.
If you think it would help, there's a jbullet implementation of the gimpact
types that may give you another look at the same thing.
Original comment by dcoliva...@gmail.com
on 13 Apr 2011 at 12:56
first pass of GImpact code added
Original comment by xexu...@gmail.com
on 13 May 2011 at 3:46
[deleted comment]
I got the latest trunk, merged in andres.traks MonoXNA type updates, and tried
it. There were a few compile errors where Count() was used instead of Count in
the GImpactCollisionAlgorithm.
Aside from that, It compiled. I do not get any collision response. I see
some of the methods being called but i'll have to do some more testing to see
where it's exiting the loop prematurely.
I did call
GImpactMeshShape bmesh = new GImpactMeshShape(btshapeArray);
bmesh.UpdateBound(); To ensure that the AABB is updated to trigger NearPhase
And
GImpactCollisionAlgorithm.RegisterAlgorithm(m_dispatcher); to ensure that
NearPhase uses the GImpact Algorithm for the NearPhase.
Original comment by dcoliva...@gmail.com
on 29 May 2011 at 5:18
Thanks. I've put off looking properly at the gimpact stuff as the initial demo
was such a perforamance hog. Now that i've got most of the 2.78 updates in I'll
spend some more time on it.
Original comment by xexu...@gmail.com
on 29 May 2011 at 3:09
I know that you're still working on it.. and I wanted to give it a try and
report my experience.
I tried it with the latest r55 and I can walk through GImpact objects. Every
so often, I'll notice a collision and the world stall for a moment.
Original comment by dcoliva...@gmail.com
on 3 Jun 2011 at 12:43
[deleted comment]
Looks like I'm getting stuck collisions also.. where capsuleZ collides with
GImpact and restitution forces are applied indefinately.
Original comment by dcoliva...@gmail.com
on 3 Jun 2011 at 1:26
It doesn't look like they collide with the HeightFieldShape correctly. Fall
through the ground. Doesn't fall through a cube though.
Original comment by dcoliva...@gmail.com
on 3 Jun 2011 at 6:56
Thanks. I've just been updating the c++ and c# gimpact code with lots more
exciting debug stuff <yawn> to get an idea on errors. There was a very obvious
dumb one where the vertices and indices in the mesh weren't being read but
thats just the first of many...
Original comment by xexu...@gmail.com
on 3 Jun 2011 at 9:48
Original issue reported on code.google.com by
dcoliva...@gmail.com
on 7 Apr 2011 at 5:29