Search found 32 matches

by RyanGadz
Sun May 27, 2012 12:59 am
Forum: Questions and Help
Topic: Sphere moving after it goes inactive.
Replies: 2
Views: 2721

Re: Sphere moving after it goes inactive.

Norbo wrote:Increasing the linear/angular damping a bunch over time will also make impulses fairly ineffective.
lol oh yeah I guess I never really reset the damping.. both are now set to zero right after the impulse and it seems to be working

thanks!
by RyanGadz
Sun May 27, 2012 12:32 am
Forum: Questions and Help
Topic: Sphere moving after it goes inactive.
Replies: 2
Views: 2721

Sphere moving after it goes inactive.

I'm making a golf game and I have the user putt the ball after the sphere/ball goes inactive. Problem is that the ball sometimes keeps moving after it goes inactive and I'm not sure how or why. Once it does this the user can no long apply an impulse to get it to move again. Any advice on what I shou...
by RyanGadz
Tue Dec 13, 2011 3:58 am
Forum: Questions and Help
Topic: minimum velocity of entity
Replies: 3
Views: 3300

Re: minimum velocity of entity

If the velocity's magnitude is above Max, then normalize the velocity and multiply by Max. If the velocity's magnitude is below Min, then normalize the velocity and multiply by Min. that is exactly how i did the clamping, never thought about the zero case though, but im not sure its ever going ther...
by RyanGadz
Tue Dec 13, 2011 2:24 am
Forum: Questions and Help
Topic: minimum velocity of entity
Replies: 3
Views: 3300

minimum velocity of entity

im making an air hockey game on wp7, and i need to clamp the velocity between 4 and 10. so i did just that. but it was choppy every couple seconds. then used: MaximumLinearSpeedConstraint puckSpeed = new MaximumLinearSpeedConstraint(puckP, 10); however since there is no minimum in bepu i still have ...
by RyanGadz
Sat Mar 19, 2011 9:22 pm
Forum: Questions and Help
Topic: Vector3 vertices
Replies: 2
Views: 2817

Re: Vector3 vertices

i have taken out all transforms of the mesh during runtime already. i guess the only thing i can do now is start taking out parts of the mesh that dont need to be there

thanks for the clarification
by RyanGadz
Sat Mar 19, 2011 7:52 pm
Forum: Questions and Help
Topic: Vector3 vertices
Replies: 2
Views: 2817

Vector3 vertices

okay i switched the vertices to Vector3 like how my custom contrent processor stores them so things should be faster now right because im not converting them to make a mesh however with v.15 my load times have gone from 3-4 seconds to 6-8 seconds.. twice as slow? what gives? for (var i = 0; i < _map...
by RyanGadz
Sat Mar 19, 2011 2:55 am
Forum: Questions and Help
Topic: TimeStepSettings in v.15
Replies: 7
Views: 5703

Re: TimeStepSettings in v.15

For the effect I believe you're looking for, which is essentially slowing the linear velocity of the ball, you have a few options. The quickest and most straightforward would be damping the sphere's linear velocity using (Entity).linearDamping. Perfect spheres tend to enjoy wandering around a bit (...
by RyanGadz
Sat Mar 19, 2011 2:31 am
Forum: Questions and Help
Topic: TimeStepSettings in v.15
Replies: 7
Views: 5703

Re: TimeStepSettings in v.15

oh sweet thanks! it seems to be going in and out of IsActive.. might have something to do with me turing gravity on and off thoughout the putting action yeah that worked however what im also trying to avoid is having the ball roll down the hill at a very slow speed for 2 minutes. i tried playing wit...
by RyanGadz
Sat Mar 19, 2011 2:10 am
Forum: Questions and Help
Topic: TimeStepSettings in v.15
Replies: 7
Views: 5703

Re: TimeStepSettings in v.15

Another difference you will note is that the entity properties are no longer buffered/interpolated. If you want to access interpolated states, you can access the Entity.BufferedStates.InterpolatedStates versions of the properties. To use those, you'll also have to set Space.BufferedStates.Enabled =...
by RyanGadz
Sat Mar 19, 2011 1:57 am
Forum: Questions and Help
Topic: TimeStepSettings in v.15
Replies: 7
Views: 5703

Re: TimeStepSettings in v.15

i was just looking at the note on internal timstepping in the demo as you wrote this
by RyanGadz
Sat Mar 19, 2011 1:31 am
Forum: Questions and Help
Topic: TimeStepSettings in v.15
Replies: 7
Views: 5703

TimeStepSettings in v.15

in v.14.3 i was using space.SimulationSettings.TimeStep.TimeStepDuration = 1 / 120f; space.SimulationSettings.TimeStep.UseInternalTimeStepping = true; i dont know if that is wrong or what but it worked how i wanted it to on the windows phone. i had it this way to prevent the golf ball from passing t...
by RyanGadz
Thu Mar 17, 2011 11:51 pm
Forum: Questions and Help
Topic: TeleportTo?
Replies: 1
Views: 2175

TeleportTo?

what is TeleportTo in v .15?
by RyanGadz
Fri Feb 25, 2011 4:15 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154993

Re: v0.15.0 Early Beta

Being able to directly use a Vector3/int array for vertices rather than creating a duplicate also helps keep it down. yay! thank you I wonder if it would be possible to use a Vertice List/Array? var verts = new StaticTriangleGroup.StaticTriangleGroupVertex[vertices.Length]; for (int v = 0; v < vert...
by RyanGadz
Thu Feb 24, 2011 6:42 pm
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 154993

Re: v0.15.0 Early Beta

Norbo wrote: Being able to directly use a Vector3/int array for vertices rather than creating a duplicate also helps keep it down.
yay! thank you
by RyanGadz
Thu Feb 10, 2011 7:58 pm
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200689

Re: Games using bepu

here is mine: Bonsai Golf for Windows Phone 7
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