Search found 54 matches
- Thu Aug 31, 2017 3:52 pm
- Forum: Questions and Help
- Topic: MGCB.exe not working properly when compiling
- Replies: 3
- Views: 5876
Re: MGCB.exe not working properly when compiling
Fixed it, turned out my virus protection was deleting it >.<
- Tue Aug 22, 2017 3:49 pm
- Forum: Questions and Help
- Topic: MGCB.exe not working properly when compiling
- Replies: 3
- Views: 5876
MGCB.exe not working properly when compiling
Hello, I just downloaded bepu physics from the repository. When I tried to compile it to run the demos I got these errors: The command ""D:\peter\hobbies\programeren\bepuphysics1-master\Dependencies\MonoGame\Tools\MGCB.exe" /@:"D:\peter\hobbies\programeren\bepuphysics1-master\BEP...
- Mon Nov 28, 2016 2:41 pm
- Forum: Questions and Help
- Topic: Converting the demos to monogame
- Replies: 5
- Views: 5014
Re: Converting the demos to monogame
Hi Norbo, Thanks for the help! The converter fixed my problem with the .fbx files. After this I still had a weird compilation error, that turned out to be a weird glitch in Visual Studio that caused it not to rebuild the BEPUphysicsDrawer project when I rebuilt the solution. After fixing this I got ...
- Sun Nov 20, 2016 1:14 am
- Forum: Questions and Help
- Topic: Converting the demos to monogame
- Replies: 5
- Views: 5014
Re: Converting the demos to monogame
Hi Norbo, I've made those changes myself. I've also changed all my projects' dot net frameworks to 4.5, to make sure they match that of my monogame version. This allows me to compile all the projects, but when I tried to run the demo I got a MissingManifestResourceException. This was fixed by removi...
- Sat Nov 19, 2016 1:31 pm
- Forum: Questions and Help
- Topic: Converting the demos to monogame
- Replies: 5
- Views: 5014
Converting the demos to monogame
Hello Everyone, After stopping playing with BEPUphysics for a while I'm looking to continue some of my old projects. I'm running into some problems getting things to work on my new machine. The problem is that XNA isn't supported anymore, which means I have to use VS 2010 to be able to get the demos...
- Tue Sep 10, 2013 6:50 pm
- Forum: Questions and Help
- Topic: collision damage
- Replies: 1
- Views: 2523
collision damage
Hello Norbo, I'm trying to implement a way to have objects receive damage from collisions. I would like to have the damage depend on the impulse (in normal direction) applied during the collision. And to have a cut-off threshold depending on the relative velocity (in normal direction). This to preve...
- Thu Jul 25, 2013 9:42 am
- Forum: Questions and Help
- Topic: CompoundCollidable collision detection.
- Replies: 2
- Views: 2626
Re: CompoundCollidable collision detection.
Thanks a lot! That's a lot easier than I feared when my first aproach didn't work.
- Wed Jul 24, 2013 6:07 pm
- Forum: Questions and Help
- Topic: CompoundCollidable collision detection.
- Replies: 2
- Views: 2626
CompoundCollidable collision detection.
Hello Norbo, I have a question about the CompoundCollidable and collisions. I would like to be able to figure out what child of the CompoundCollidable is involved in each of its Contacts. I was hoping the individual EntityCollidables of its children would have the information in their Pairs, however...
- Wed May 01, 2013 1:26 pm
- Forum: Questions and Help
- Topic: EntityMover
- Replies: 9
- Views: 6875
Re: EntityMover
You're welcome
- Thu Apr 25, 2013 3:23 pm
- Forum: Questions and Help
- Topic: EntityMover
- Replies: 9
- Views: 6875
Re: EntityMover
Could it be that the position and direction of the ray you are using are derived from interpolated states, rather than the internal transformations?
- Thu Apr 25, 2013 8:57 am
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Awesome, that wasn't too hard. Thanks for the help, I'll let you know if I notice any more strange behavior.
- Fri Apr 19, 2013 2:54 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
All right, I'm finally getting back to this. I've implemented a spherical body for the character to walk around on, with gravity pointing towards its centre. Every game step I rotate the character to match the local up direction, by simply changing the Orientation. (I might move this to every physic...
- Sat Mar 02, 2013 10:55 am
- Forum: Questions and Help
- Topic: Collision Test
- Replies: 6
- Views: 4500
Re: Collision Test
Ok, I'll keep using the more specific collidables then, I like special cases
- Sat Mar 02, 2013 2:03 am
- Forum: Questions and Help
- Topic: BoundingSphere
- Replies: 4
- Views: 3390
Re: BoundingSphere
Hmmm.... By using predefined sampling directions I can get an algorithm with a maximum error (as a fraction of the actual maximum distance). That's really all the exactness I need.
- Sat Mar 02, 2013 1:35 am
- Forum: Questions and Help
- Topic: Collision Test
- Replies: 6
- Views: 4500
Re: Collision Test
All right, I've gotten it to work, but the reason for the bug seems very strange to me. Everything goes fine when I define the Collidable to test against as follows: new ConvexCollidable<BoxShape>(new BoxShape(3f, .2f, 2f)) But when I define the Collidable like this it fails: new ConvexCollidable<Co...