Search found 6 matches
- 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.
- 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.
- 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...
- 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.
- 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...
- 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...