Search found 40 matches
- 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...
- 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...
- 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?
- 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 ...
- 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)
- 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
Sometimes, I can pass through the TriangleMesh...
And If I run on the wall I can go up oO
- 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...
- 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...
- 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
Didn't work as expected...Norbo wrote:This should work:Code: Select all
entity.LocalInertiaTensorInverse = new Matrix3X3();
The only way to make my character not to fall here is by on every Update setting the Orientation to Quaternion.Identity

Thanks for the fast reply =)
- 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...
- Mon May 16, 2011 3:10 pm
- Forum: Questions and Help
- Topic: Immovable Entities
- Replies: 1
- Views: 2221
Re: Immovable Entities
Delete this
I was making something like:
if (Mass > 1000)
Mass = 1000... That was turning them dynamic...

I was making something like:
if (Mass > 1000)
Mass = 1000... That was turning them dynamic...
- 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...
- 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...
- 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...
- 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 =)
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 =)