Search found 6 matches

by Sigil
Thu Oct 07, 2010 7:23 pm
Forum: Questions and Help
Topic: How to make a CollisionGroup not collide with itself?
Replies: 4
Views: 3813

Re: How to make a CollisionGroup not collide with itself?

That's good to know, thanks. I have not been focusing on physics until recently, so I'm still learning some of the quirks of this engine.
by Sigil
Thu Oct 07, 2010 7:06 pm
Forum: Questions and Help
Topic: How to make a CollisionGroup not collide with itself?
Replies: 4
Views: 3813

Re: How to make a CollisionGroup not collide with itself?

Oh, that's what it is. I had them set to NoResponse for their .Personal rule, so they wouldn't physically affect their targets from the collision. Thanks.
by Sigil
Thu Oct 07, 2010 6:51 pm
Forum: Questions and Help
Topic: How to make a CollisionGroup not collide with itself?
Replies: 4
Views: 3813

How to make a CollisionGroup not collide with itself?

Let's say I have a pool of 100 bullets, all with the same collision group. How do I set those up to totally ignore each other in the collision rules? I tried CollisionGroupRules.Add( new CollisionGroupPair( bulletGroup, bulletGroup ), CollisionRule.NoPair ) but the bullets are still happily collidin...
by Sigil
Mon Sep 27, 2010 10:07 pm
Forum: Questions and Help
Topic: 14.2 allocating new garbage?
Replies: 2
Views: 2863

Re: 14.2 allocating new garbage?

I can send you a sample project if you'd like, but it should be fairly straightforward to see it in the CLR Profiler on even a simple test scene.
by Sigil
Mon Sep 27, 2010 4:40 pm
Forum: Questions and Help
Topic: 14.2 allocating new garbage?
Replies: 2
Views: 2863

14.2 allocating new garbage?

I recently upgraded my engine and physics .dll's to XNA 4.0 and Bepu 14.2. Previously, one of my test scenes was generating no memory usage whatsoever after reaching steady running state. Now, it's generating something on the order of 40 bytes per frame. Specifically, it's allocating BEPUPhysics.Has...
by Sigil
Tue Aug 31, 2010 9:04 pm
Forum: Questions and Help
Topic: Vehicle sign change from 12.1 to 14.1?
Replies: 1
Views: 2399

Vehicle sign change from 12.1 to 14.1?

I had a tank-style Vehicle implementation working in 12.1, but when I upgraded to 14.1, everything seems reversed. Pressing forward makes each tread go backwards, the tank spins in the opposite direction than the inputs, etc. Did I miss something in the change history? Edit: Yes I did. Found the not...