Another strange behavior in the current KinematicCharacterController050 is that sometimes the jumping is odd. Sometimes I get a very strong boost upwards.
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- Thu Aug 07, 2008 8:51 pm
- Forum: Questions and Help
- Topic: Kinematic Character Controller
- Replies: 8
- Views: 12678
Re: Kinematic Character Controller
Ok then. I'll use the weird and buggy version I got to for now, and hope for 0.6.1 inclusion, or quick release of 0.7.0 
Another strange behavior in the current KinematicCharacterController050 is that sometimes the jumping is odd. Sometimes I get a very strong boost upwards.
Another strange behavior in the current KinematicCharacterController050 is that sometimes the jumping is odd. Sometimes I get a very strong boost upwards.
- Thu Aug 07, 2008 8:19 pm
- Forum: Questions and Help
- Topic: Kinematic Character Controller
- Replies: 8
- Views: 12678
Re: Kinematic Character Controller
Thanks.
I hope it will be in 0.6.1, since I don't seem to get it right by myself. Maybe I just need more experimenting, since I'm not really good at physics programming.
I hope it will be in 0.6.1, since I don't seem to get it right by myself. Maybe I just need more experimenting, since I'm not really good at physics programming.
- Thu Aug 07, 2008 11:56 am
- Forum: Questions and Help
- Topic: Kinematic Character Controller
- Replies: 8
- Views: 12678
Kinematic Character Controller
When do you approximate we'll have a working example of the Kinematic Character Controller?
- Fri Aug 01, 2008 11:24 am
- Forum: Questions and Help
- Topic: BEPU Physics and FixedTimeStep
- Replies: 4
- Views: 7307
BEPU Physics and FixedTimeStep
I'm currently experimenting with the physics engine, and there's one thine I noticed. When using FixedTimeStep for the game, everything works ok. But when seting IsFixedTimeStep = false, the simulation speeds up, proportional to the framerate. How can I make the simulation be independent of the fram...