Ross Nordby
Ross Nordby
>Is there any chance a 2d engine could be built out of this maybe with a preprocessing define..? It's technically possible, but realistically, no. It's definitely not in my own...
A potentially more important use case for this that I forgot to mention: debugging. Being able to take periodic snapshots around a failure and then restart the simulation to get...
It is *locally* deterministic when you set the Simulation.Deterministic flag to true (same initial states will result in the same outputs when run on the same or equivalent machine), but...
Coefficient of restitution is not currently supported: https://github.com/bepu/bepuphysics2/issues/3 https://github.com/bepu/bepuphysics2/blob/master/Documentation/QuestionsAndAnswers.md#where-is-the-bouncinessrestitution-material-property You can indeed do something kinda-sorta-similar with spring settings. All contact materials are defined by the INarrowPhaseCallbacks.ConfigureContactManifold callbacks that are defined...
Reopening just so people wondering where the heck bounciness is have an issue to look at.
Added a demo showing how to get bounciness without a coefficient of restitution: https://github.com/bepu/bepuphysics2/blob/master/Demos/Demos/BouncinessDemo.cs
A convex hull simplification algorithm (#61) would also capture the spurious faces.
That might cause some issues, yes.
Related: https://github.com/bepu/bepuphysics2/discussions/154 Current implementation's quadratic scaling behavior explodes badly. Fixing this does not *require* precomputed connectivity, but it does require de-quadraticification. Looking up local triangles with a bounding box query...
As of 8a3461db2b1650f2a37d4b80f2b2d0566fcd82f3, `MeshReduction` falls back to a non-quadratic query based approach after a threshold child count. There is still room for for precomputation to help. The query based approach...