Search found 9 matches
- Mon Apr 19, 2010 3:56 am
- Forum: Questions and Help
- Topic: How to simulate a magnet?
- Replies: 1
- Views: 3943
How to simulate a magnet?
I am making a game which requires magnets. I have magnetic refrigerator letters that need to stick to the refrigerator door. They also need to break away if you pull them far enough away from the door, and also reattach when they get close enough. Any ideas? These are what i am talking about. http:/...
- Fri Dec 04, 2009 5:13 am
- Forum: General
- Topic: All I want for Christmas
- Replies: 11
- Views: 9936
Re: All I want for Christmas
I am willing to help if you need anything.
Concave mesh?
Concave mesh?
- Sun Nov 22, 2009 4:41 am
- Forum: Questions and Help
- Topic: Collision Vertex? for interactive water and cloth
- Replies: 5
- Views: 5724
Re: Collision Vertex? for interactive water and cloth
I read what you said and im starting to think that the lag is occurring because of all the springs. What if i pass the shader a Vector3 array holding all the vertex positions and just have the shader calculate the spring physics using the positions of the vertexes around it.
- Sun Nov 22, 2009 3:53 am
- Forum: Questions and Help
- Topic: Collision Vertex? for interactive water and cloth
- Replies: 5
- Views: 5724
Re: Collision Vertex? for interactive water and cloth
Thank you so much for your help. That made the frame rate go up. Now my next task is to figure out how to do the physics on the shader itself. I know how to calculate the spring physics but would you have any idea how to handle collision detection on a shader?
- Fri Nov 20, 2009 7:09 pm
- Forum: Suggestions
- Topic: Water Physics
- Replies: 4
- Views: 10925
Re: Water Physics
Not perfect but it works quite well. To use it Just type Water water = new Water(space); Also you will need Constraint drawing enabled. Add these 2 classes to the BEPUphysicsDemos on this site. Water Class using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft...
- Fri Nov 20, 2009 7:00 pm
- Forum: Questions and Help
- Topic: Collision Vertex? for interactive water and cloth
- Replies: 5
- Views: 5724
Collision Vertex? for interactive water and cloth
I have been working on a game that takes place in a pool so interactive water was a must. I have it fully working but it lags bad if i decrease the spacing in the water grid. I want to have the water vertices which are currently spheres without drawable models because you don't want to see them. Is ...
- Fri Nov 13, 2009 2:33 am
- Forum: Questions and Help
- Topic: How to use physics sim. to help pathfinding get around walls
- Replies: 2
- Views: 3571
Re: How to use physics sim. to help pathfinding get around walls
This is just another suggestion and may not be the best way but it is what i use. I took a robotics course in high school where we had to get a robot to go through a maze. We used infrared lights in the front to tell the distance from the wall and then turn in the opposite direction according to how...
- Mon Oct 26, 2009 1:58 am
- Forum: Questions and Help
- Topic: Dynamic tri model physics
- Replies: 1
- Views: 2775
Re: Dynamic tri model physics
Ignore this. The answer was one post below this. I just didn't look at it because i thought it only had to do with modeling programs in general.
- Mon Oct 26, 2009 1:34 am
- Forum: Questions and Help
- Topic: Dynamic tri model physics
- Replies: 1
- Views: 2775
Dynamic tri model physics
I am guessing this has been asked before but could not find anything on it so heres my question. I have a model of a tank that i want to react with the environment. I don't just want to build a collision box around it, i want to use the mesh itself for collision and position other boxes around the i...