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Bepu: Bug Fixes and Advanced Integration #2543

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Aggror opened this issue Dec 5, 2024 · 2 comments
Open

Bepu: Bug Fixes and Advanced Integration #2543

Aggror opened this issue Dec 5, 2024 · 2 comments

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@Aggror
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Aggror commented Dec 5, 2024

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@Aggror Aggror converted this from a draft issue Dec 5, 2024
@Aggror Aggror moved this to In progress in Bepu physics Dec 5, 2024
@VaclavElias VaclavElias moved this to In Progress in Roadmap Dec 7, 2024
@VaclavElias VaclavElias changed the title Bug Fixes and Advanced Integration Bepu: Bug Fixes and Advanced Integration Dec 7, 2024
@Aggror Aggror removed this from Roadmap Dec 9, 2024
@mihai-ene-public
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mihai-ene-public commented Jan 11, 2025

Hi,
Some of my suggestions (my comments are based on v 4.2.0.2293):

  1. Bepu CollidableComponent should have an Enabled property, the same as Bullet has. There are scenarios when we need to disable the physics component and then enable it back, and for cases when we're converting from Bullet, the Enabled property is the most useful.
  2. CollidableComponent should have CanSleep property. Currently, we have to set a weird threshold property to -1 to disable sleep.
  3. Write in the docs manual about how the sleep mechanism works. Why and when the component sleeps. For a sleeping component what happens: when we do a Sweep query does a ray hit it? when we have a standing character will it fall thru terrain? For a static component will the navigation ignore it? What is the difference between a sleeping component and disabled/not on the entity component?
  4. In GameStudio the physics visual is very hard to see and I think it uses the same color regardless of the component type (Static, Body, Character). Many times you have to move the camera a lot to be able to see the physics component matches your model. The previous wireframe visual was a good choice.

@VaclavElias
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@mihai-ene-public , thank you for the feedback. I hope we can get some also from others to shape Bepu physics!

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