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Yeah, I also hit the animated bodies limit so I ended up implementing this stuff by hand. Does Tokamak expose a collision library which can be used for faster collision (i.e. that uses spatial data structures or something like that?) Right now I'm just doing naive AABB checks, which are not terribly expensive.
Thanks for your help!
2009-03-06 00:58:34 UTC in Tokamak Physics Engine
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I have a dilemma where I've set up a bunch of "checkpoints" in my racing game using neAnimatedBody, and set up the material such that the rigid body will not collide, but will instead trigger a callback.
The problem now is that the neSensors attached to my car's rigid body bounce off the checkpoint. Is there a way I can tell the neSensor to "ignore" collision with this...
2009-03-05 01:12:29 UTC in Tokamak Physics Engine
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Ah, that helps a lot more! That makes the substeps parameter make a lot more sense, and now the game runs pretty much identically on both platforms. Thanks a lot; you've been very helpful with all of my questions so far.
I've been trying to update the tokamak.h file with some Doxygen documentation as I go; I've found another place that did it...
2009-01-31 07:11:02 UTC in Tokamak Physics Engine
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It smooths it out a little; I'll have to experiment with it a bit. I think I might be getting a timing hitch on this platform; from an equal drop with equal gravity, sometimes it rebounds with v = 0.3 and on some other launches v = 0.5 from an impact of v = 0.9. It's not substantial.
Is it alright to use the rigid body controller callback to only cache the sensor positions, etc, and then have...
2009-01-31 06:56:03 UTC in Tokamak Physics Engine
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Excellent -- I do have one other problem, but it's a long shot.
On my Mac, I went and built the Tokamak source code as a static library. Running on the same game code (albeit locked at 72-75 fps instead of 1000+) I seem to be getting significantly bigger "bounces" when impacting the animated body. It's still playable, but the simulation seems a lot less smooth.
I'm wondering if...
2009-01-31 06:41:45 UTC in Tokamak Physics Engine
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It does seem that this is the problem, actually. Sorry to waste your time; thanks for the help.
Also, can you clarify what the value for SetSleepingParameter is supposed to be? Does 0.0f indicate that the object sleeps immediately, or never? What about 10.0f? It's not mentioned in the documentation at all.
2009-01-31 06:12:01 UTC in Tokamak Physics Engine
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A clarification: It doesn't matter if it's 1/60, 1/80, 1/600 or 1/2000; as long as the timestep is fixed it seems to work fine. I suspect this might still be a red herring.
2009-01-31 05:57:17 UTC in Tokamak Physics Engine
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Hi, is Tokamak unsuitable for non-fixed timesteps? I'm using a delta time system (passing in the number of seconds that have elapsed since the last frame, in a single precision float, to neSimulator::Advance), and I'm noticing that on faster framerate machines I have problems:
At 60 fps (vsync locked), the game seems to control properly.
At 1000+ fps (unlocked), the same rigid body will come...
2009-01-31 05:49:14 UTC in Tokamak Physics Engine
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So in your library (and header, and executable) directories, there are no IA64 or AMD64 directories listed anymore? The IA64 PSDK is completely removed?
If that's the case, I'm not sure what's going on. Can you build other applications, or is it just Tokamak linking that's giving you problems?.
2009-01-29 01:48:10 UTC in Tokamak Physics Engine
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Somehow it appears you are trying to compile an Intel Itanium (IA64) build when you have an x86/Pentium-based computer.
Are you sure you downloaded the right Platform SDK and not the one for IA64? IA64 is not the same as x64.
2009-01-23 16:12:54 UTC in Tokamak Physics Engine