Search found 19 matches

by vintagegames
Wed Feb 24, 2010 11:24 am
Forum: Questions and Help
Topic: Visually Rendering DetectorVolume?
Replies: 3
Views: 4076

Re: Visually Rendering DetectorVolume?

What if I've created the TriangleMesh from scratch ( a set of manually created vertices and indices) and don't have a 3D model to render as a DisplayObject?

If I create a StaticTriangleGroup, I don't see a way to render that unless I also render the 3D model used to create the StaticTriangleGroup.
by vintagegames
Wed Feb 17, 2010 3:49 am
Forum: Questions and Help
Topic: Visually Rendering DetectorVolume?
Replies: 3
Views: 4076

Visually Rendering DetectorVolume?

How can this be accomplished?
by vintagegames
Tue Feb 02, 2010 7:01 pm
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

Re: TriangleMesh/StaticTriangleGroup collision issues

For my #1, I think I had a different issue...an Entity was not translated property and was affecting physics right where my Triangle entity was located.
by vintagegames
Tue Feb 02, 2010 6:27 pm
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

Re: TriangleMesh/StaticTriangleGroup collision issues

1) I added collisionMargin of .4f to each of the (4) Triangle entities. It appears that I'm getting a Sphere of .4f radius around the center of the Triangle, because now when I fire pucks from 90deg perpendicular to the Triangle flat portion, it is bouncing off in every direction as if it is a round...
by vintagegames
Tue Feb 02, 2010 4:16 am
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

Re: TriangleMesh/StaticTriangleGroup collision issues

I think the Triangle Entity collision detection with a Cylinder Entity has some bugs. I've added the following Entities to either end of my "ice" (these will represent goal nets, 2 Triangles for sides and a 48deg sloped Box for the back of the net) Box goalBackHome = new Box(Vector3.Zero, ...
by vintagegames
Sun Jan 31, 2010 12:55 pm
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

Re: TriangleMesh/StaticTriangleGroup collision issues

Here's a video I made illustrating: http://www.gamecamportal.com/vpv.aspx?vidid=649 Also, it's important to note that I've tried variations of my "Puck" both with a simple Cylinder and with a Cylinder with 12 Spheres around the edges (to help it roll over flat and not on edge) and also wit...
by vintagegames
Sun Jan 31, 2010 12:18 pm
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

Re: TriangleMesh/StaticTriangleGroup collision issues

I can provide a video in wireframe view which will show the sizes of the triangles of my "Dome" relative to the sizes of the Cylinder Entity I'm using to shoot at the Dome.
by vintagegames
Sat Jan 30, 2010 7:19 pm
Forum: Questions and Help
Topic: TriangleMesh/StaticTriangleGroup collision issues
Replies: 11
Views: 8574

TriangleMesh/StaticTriangleGroup collision issues

I have a .fbx model of a glass dome. I load it as a Model obj and then will use the following code to obtain a StaticTriangleGroup: // Create a StaticTriangleGroup based upon the 3D Model to be used for physics interaction StaticTriangleGroup.StaticTriangleGroupVertex[] staticTriangleVertices; int[]...
by vintagegames
Mon Jan 04, 2010 11:44 pm
Forum: Questions and Help
Topic: Reversing LinearVelocity and LinearMomentum
Replies: 5
Views: 7042

Re: Reversing LinearVelocity and LinearMomentum

Still not getting anywhere. I'm even getting some weird behavior where linearVelocity might be (-2000,0,0) but internalLinearVelocity might be (2000,0,0) at the same time. My Entity simply vibrates within a very small (maybe .5f units) space back and forth when it reaches the end of my "Slot&qu...
by vintagegames
Sun Jan 03, 2010 6:00 pm
Forum: Questions and Help
Topic: Reversing LinearVelocity and LinearMomentum
Replies: 5
Views: 7042

Re: Reversing LinearVelocity and LinearMomentum

I appreciate the explanation, but how can I go about reversing the LinearVelocity or LinearMomentum of an Entity that is in motion?
by vintagegames
Sun Jan 03, 2010 5:30 pm
Forum: Questions and Help
Topic: Reversing LinearVelocity and LinearMomentum
Replies: 5
Views: 7042

Reversing LinearVelocity and LinearMomentum

I have a C# Class object called "Slot" that basically contains a MaxVector3 and MinVector3. All other objects that inherit this "Slot" object are constrained to motion along a line connecting these two Vector3 objects. When a collision with one of the endpoints of the "Slot&...
by vintagegames
Thu Dec 31, 2009 3:42 pm
Forum: Questions and Help
Topic: how to make this character
Replies: 20
Views: 16442

Re: how to make this character

Thanks for this, (and v.0.10.5) I'll try it out later tonight!
by vintagegames
Thu Dec 31, 2009 12:07 am
Forum: Questions and Help
Topic: how to make this character
Replies: 20
Views: 16442

Re: how to make this character

I tried using both linearVelocity and centerPosition properties of my Cylinder Entity.

It was better using linearVelocity, but still has quirks.
by vintagegames
Wed Dec 30, 2009 11:43 pm
Forum: Questions and Help
Topic: how to make this character
Replies: 20
Views: 16442

Re: how to make this character

A more direct solution would be to make a special motor-like constraint that only operates on a single entity. Constraints that only operate on linear velocity are pretty simple; if I have time later today I'll see if I can whip one up as an example. This would be really helpful. I tried using 2 Ba...