Search found 40 matches

by lareusoular
Sun May 29, 2011 7:43 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

I was using Velocity in a Box with width and lenght 1, and height 2; Now I'm using a Capsule, + - same size. Provided that the environment also has acceptable dimensions, I'm not sure what the problem is. I'll probably need a reproduction case to figure it out for sure. I'm thinking, how could I do...
by lareusoular
Sun May 29, 2011 7:19 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

How are you controlling the character, and what are the dimensions of the shapes involved like? If the character is being moved using teleportation (such as entity.Position += offset), collision response will be 'squishy' because there is no velocity to correct, leading to frequent failures. If thi...
by lareusoular
Wed May 25, 2011 6:43 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

And just another thing, How can I test the Triangles Height, like I did with boxes, to Know what type of cover will the player take?
by lareusoular
Wed May 25, 2011 5:17 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

Sorry, I can't understand the problem. For the issue of passing through triangles, I can't really guess at the exact problem either, but I'd recommend trying out the latest development version: http://bepuphysics.codeplex.com/SourceControl/network/Forks/RossNordby/Development There have been a lot ...
by lareusoular
Tue May 24, 2011 9:26 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

ps.: The pass the triangle error works specially in a 90º wall (wall-wall with 90º difference)
by lareusoular
Tue May 24, 2011 8:46 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

And there's another problem:
Sometimes, I can pass through the TriangleMesh...
And If I run on the wall I can go up oO
by lareusoular
Tue May 24, 2011 7:25 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Re: Sidewalks etc

Kinda works with Capsule instead of Box ¬¬. WIth Capsule, the Player stops jumping. BUT, there's still a problem with the SideWalks, that I solved by using this: FinalGravity.Y = 0; //That's ALL the Forces applied to the Body on this frame. Sorry, I'm not good on physics. Don't worry about the Final...
by lareusoular
Tue May 24, 2011 6:11 pm
Forum: Questions and Help
Topic: Sidewalks etc
Replies: 10
Views: 7532

Sidewalks etc

So, on my game the Player is a Box, Height 2, Width and Lenght 1. I have tried using TriangleMesh, but it didn't work for 2 causes: 1 - Side Walks makes the Player Jump high enough to pass the walls 2 - After a time walking the Player starts jumping(there is no button to jump oO) My last try was usi...
by lareusoular
Mon May 16, 2011 9:04 pm
Forum: Questions and Help
Topic: Zero Rotation in Newest Version
Replies: 3
Views: 3946

Re: Zero Rotation in Newest Version

Norbo wrote:This should work:

Code: Select all

entity.LocalInertiaTensorInverse = new Matrix3X3();
Didn't work as expected...
The only way to make my character not to fall here is by on every Update setting the Orientation to Quaternion.Identity :cry:

Thanks for the fast reply =)
by lareusoular
Mon May 16, 2011 7:36 pm
Forum: Questions and Help
Topic: Zero Rotation in Newest Version
Replies: 3
Views: 3946

Zero Rotation in Newest Version

In the old 0.14 Build, I used the InverseInertia to Toolbox.ZeroMatrix to make the Entity not rotate.... BNow I have tried using InverseInertia = Matrix3X3.CreateFromMatrix(Toolbox.ZeroMatrix)... But it doesn't seem to work... Is there any other way instead of setting the Entity Orientation every fr...
by lareusoular
Mon May 16, 2011 3:10 pm
Forum: Questions and Help
Topic: Immovable Entities
Replies: 1
Views: 2221

Re: Immovable Entities

Delete this :oops:
I was making something like:
if (Mass > 1000)
Mass = 1000... That was turning them dynamic...
by lareusoular
Mon May 16, 2011 2:49 pm
Forum: Questions and Help
Topic: Immovable Entities
Replies: 1
Views: 2221

Immovable Entities

How can I make an Immovable Entity on the new version of bEPU? I changed the assembly because I tought it was useful to see the SourceCode :P I'm serializing some objects, like this: this.Immovable = Data.GetData<bool>("BepuEntity.Immovable"); private bool immovable; public virtual bool Im...
by lareusoular
Wed May 11, 2011 12:32 am
Forum: Questions and Help
Topic: Ladders
Replies: 5
Views: 4080

Re: Ladders

The SimpleCharacterController should already handle stairs just fine. You can make them physically like normal stairs, and assuming the character controller was configured with sufficient step height, it will walk right up as expected. For the simple character controller, there is no real differenc...
by lareusoular
Tue May 10, 2011 7:55 pm
Forum: Questions and Help
Topic: Ladders
Replies: 5
Views: 4080

Re: Ladders

It depends on what your game needs. A very simple solution is to make the ladder a fixed rail that you can go up and down. That way you can have simple entry/exit criteria like 'player pressed 'use' on a ladder' to jump on, and then 'player pressed use again while on the ladder or reached the end o...
by lareusoular
Tue May 10, 2011 6:53 pm
Forum: Questions and Help
Topic: Ladders
Replies: 5
Views: 4080

Ladders

Norbo, how could I make ladders with bEPU? Because with Rotated Boxes the player will fall, and with one box foreach degree the player won't get up...
ps.: I'm using bEPU 0.14.3. I know it's old, but DBP is too next for me to risk my Engine to the new version =)