Search found 8 matches

by ShreeK
Tue Nov 09, 2010 1:33 am
Forum: Questions and Help
Topic: Single Entity Constraint and Custom Raycasts
Replies: 5
Views: 4374

Re: Single Entity Constraint and Custom Raycasts

I want my player's center point to be tethered to my volume's center point, so for the sake of our argument, would this be more accurate:

Code: Select all

distanceLimit = new DistanceLimit(eGame.playerObject.PhysicsEntity, null, player.CenterPoint, volume.CenterPoint, 0f, tetherLength);
by ShreeK
Mon Nov 08, 2010 11:24 pm
Forum: Questions and Help
Topic: Single Entity Constraint and Custom Raycasts
Replies: 5
Views: 4374

Re: Single Entity Constraint and Custom Raycasts

For the First problem, I had tried passing in DistanceLimit.WorldEntity for the second entity, does that differ from passing in null? I was still getting strange behaviour, but if I was doing it properly it might just be a matter of tweaking my parameters. -- Just tried some new values, realized I h...
by ShreeK
Mon Nov 08, 2010 8:45 pm
Forum: Questions and Help
Topic: Single Entity Constraint and Custom Raycasts
Replies: 5
Views: 4374

Single Entity Constraint and Custom Raycasts

So... I've got 2 questions. The first: I have a spherical detector volume at the end of my level, when I hit that volume, I want my player (also a sphere) to be tethered to the middle of that volume. Since the volume isn't an entity, I can't do a normal entity-entity DistanceLimit. How difficult wou...
by ShreeK
Wed Sep 08, 2010 3:13 am
Forum: Questions and Help
Topic: Bounciness/Elasticity
Replies: 4
Views: 4908

Re: Bounciness/Elasticity

Ahh, that makes sense, I'll fiddle around with timings and see if I get better results.

Thanks again!
by ShreeK
Tue Sep 07, 2010 5:21 pm
Forum: Questions and Help
Topic: Bounciness/Elasticity
Replies: 4
Views: 4908

Re: Bounciness/Elasticity

I created a test level with just the player (a glorified sphere primitive), a platform (a kinematic box primitive), and a detectorvolume to teleport the player back to his spawn point should he fall off. The player's physics properties change based on items he picks up, and the variables include, bu...
by ShreeK
Sat Sep 04, 2010 6:29 am
Forum: Questions and Help
Topic: Bounciness/Elasticity
Replies: 4
Views: 4908

Bounciness/Elasticity

I'm in the process of porting over from JigLibX, which creates composite bounciness by multiplying the two colliding objects. I've created my own bounce blender, and it seems to be working just fine. The problem that I'm having, is with the default bounce blender, and my customer bounce blender, the...
by ShreeK
Thu Jul 01, 2010 7:54 pm
Forum: Questions and Help
Topic: Objects falling through trianglemesh
Replies: 2
Views: 3282

Re: Objects falling through trianglemesh

Changing the detection type seems to have done the trick, I'll check back in if I'm still seeing anomalies.

Thanks a bunch!
by ShreeK
Thu Jul 01, 2010 4:40 pm
Forum: Questions and Help
Topic: Objects falling through trianglemesh
Replies: 2
Views: 3282

Objects falling through trianglemesh

I'm working on porting a game over from JigLibX to BEPU, and I've run into a problem with my player (a simple sphere object) falling through the level. My level is constructed from several triangle meshes, which are extracted using the example in the Playground demo: StaticTriangleGroup.getvertsandi...