Search found 19 matches
- Sat Feb 23, 2013 4:02 am
- Forum: Questions and Help
- Topic: Threading on Windows RT
- Replies: 1
- Views: 3134
Threading on Windows RT
Hey, I have read some of the other posts here about the threading issue on Windows RT but was wondering if anyone has been able to get it to work. I am using Monogame to port my game to Windows 8 but cannot move forward until I can get around these threading errors. Norbo, I saw on your blog that th...
- Mon Aug 06, 2012 11:39 pm
- Forum: Questions and Help
- Topic: Wheel push back on rover
- Replies: 1
- Views: 2560
Wheel push back on rover
Hey, so I'm making a rover similar to the Curiosity rover that just landed on mars. I am not worried about the joints for each wheel right now. Currently I have a box representing the body and 6 wheels on the edge tied to the rover with a revoluteJoint. The problem is that I'm having an issue gettin...
- Sun May 27, 2012 2:40 pm
- Forum: Questions and Help
- Topic: CollisionRules.Personal vs CollisionRules.Specific
- Replies: 10
- Views: 7959
Re: CollisionRules.Personal vs CollisionRules.Specific
Thank you very much for the update! I will let you know how that implementation goes. By the way, did anything change for the way objects compute collision bounces and friction since Version 1? I had spheres with a material bounciness of 0 and a floor with a material bounciness of .6 which created v...
- Tue May 15, 2012 5:00 am
- Forum: Questions and Help
- Topic: CollisionRules.Personal vs CollisionRules.Specific
- Replies: 10
- Views: 7959
Re: CollisionRules.Personal vs CollisionRules.Specific
I finally got it working by doing all of the rules on the group level like you said. It does work but again performance issues are preventing me from using it as is. So I thought I would give the DetectorVolume from the demos a go. However, when I call DetectorVolume.IsEntityIntersectingVolume(), it...
- Mon May 14, 2012 8:17 pm
- Forum: Questions and Help
- Topic: CollisionRules.Personal vs CollisionRules.Specific
- Replies: 10
- Views: 7959
Re: CollisionRules.Personal vs CollisionRules.Specific
Thanks for the reply. I tried making a brand new sphere and giving it a specific rule with the zone and it worked. However, I checked the character's collision rules before and after I set it's specific rule as well as in the middle of gameplay and I haven't seen anything abnormal that would cause t...
- Mon May 14, 2012 6:08 pm
- Forum: Questions and Help
- Topic: CollisionRules.Personal vs CollisionRules.Specific
- Replies: 10
- Views: 7959
CollisionRules.Personal vs CollisionRules.Specific
I'm not getting very consistent results with the CollisionRules hierarchy. This is my setup: I have a static mesh that represents a zone on my field. I need to detect when a character passes inside the zone and when he leaves. I have two events setup for the static mesh: DetectingInitialCollision an...
- Tue Dec 06, 2011 1:23 am
- Forum: Questions and Help
- Topic: Changing Orientation At Will
- Replies: 1
- Views: 2764
Changing Orientation At Will
Hello, I am currently working with a complex object that resembles a vehicle. I would like to able to instantly tell the main body of the vehicle to rotate to a specific orientation value and for all of the wheels and other attachments to follow. However, the wheels seem to be causing friction and i...
- Mon Jul 18, 2011 8:21 pm
- Forum: Questions and Help
- Topic: Positioning an object which has constraints
- Replies: 3
- Views: 3401
Re: Positioning an object which has constraints
Thanks for the reply! I rewrote the repositioning code on the remote machine and that seems to have made it much more stable but it still shakes a bit.I am sending the frame's position and rotation on each player's machine. Then on the other player's machines I go through each object and preform cod...
- Mon Jul 18, 2011 2:55 pm
- Forum: Questions and Help
- Topic: Positioning an object which has constraints
- Replies: 3
- Views: 3401
Positioning an object which has constraints
Hello. I am doing some network programming and I have vehicle-like objects in my game. When a user moves or rotates one of these "vehicles" I would like to send the new position and rotation to the other users in the match. However, when I reposition everyone else's vehicle on their machin...
- Thu Jun 16, 2011 1:34 am
- Forum: Questions and Help
- Topic: Joint's Current Distance or angle
- Replies: 1
- Views: 2774
Joint's Current Distance or angle
Hello again. Is there any way to easily and consistently calculate the current distance or angle of an item in respect to a joint? For example, lets say I have an item with a LineSliderJoint and I have the limits enabled with a minimum of 0 and a maximum of 40, and then I have a motor with a servo a...
- Wed Jun 15, 2011 10:16 pm
- Forum: Questions and Help
- Topic: CollisionRules.Specific syntax
- Replies: 2
- Views: 3854
Re: CollisionRules.Specific syntax
Thanks for the reply. I was able to get the CollisionGroup.DefineCollisionRule(sphereGroup1, staticObjectGroup, CollisionRule.NoBroadPhase); concept to work. I thought about using groups but that would require me to remember to set the group for every new item I make from now until the end of my pro...
- Wed Jun 15, 2011 1:08 am
- Forum: Questions and Help
- Topic: CollisionRules.Specific syntax
- Replies: 2
- Views: 3854
CollisionRules.Specific syntax
Hello! I'm a bit confused as to CollisionRules.Specific. Here is my situation: I have lots of different objects in my environment and I would like to have most objects not do a broadphase with a specific static object. However, there is a group of spheres that I do want to collide with the object. I...
- Thu May 19, 2011 6:08 pm
- Forum: Questions and Help
- Topic: Member does not belong to island Error
- Replies: 8
- Views: 6372
Re: Member does not belong to island Error
Finally had time to come back to this issue and I think I found what it was that I did wrong. I think that I messed up in my sequence of making the robot. I created the compound body for the structure of the robot but didn't add it to the space immediately afterward. Instead, I went ahead and set up...
- Wed Apr 20, 2011 5:26 am
- Forum: Questions and Help
- Topic: Member does not belong to island Error
- Replies: 8
- Views: 6372
Re: Member does not belong to island Error
Ok, the newest code download did not work. I've tracked it down to Solver.Remove at line 166 in Solver.cs. the "item" has two connected members and they are both the compound bodies of the robot bases. Is this what you were asking about? I didn't mention this before, but the wheels and the...
- Wed Apr 20, 2011 3:35 am
- Forum: Questions and Help
- Topic: Member does not belong to island Error
- Replies: 8
- Views: 6372
Re: Member does not belong to island Error
I'm using BEPU version 0.15.2.0. I tried recreating the results in a simplified solution with no luck. After doing some digging I did find some interesting information that causes the error. Perhaps this will help. The error gets thrown in SimulationIsland.Remove at line 137 in SimulationIsland.cs. ...