Search found 54 matches

by Peter Prins
Thu Aug 31, 2017 3:52 pm
Forum: Questions and Help
Topic: MGCB.exe not working properly when compiling
Replies: 3
Views: 5584

Re: MGCB.exe not working properly when compiling

Fixed it, turned out my virus protection was deleting it >.<
by Peter Prins
Tue Aug 22, 2017 3:49 pm
Forum: Questions and Help
Topic: MGCB.exe not working properly when compiling
Replies: 3
Views: 5584

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...
by Peter Prins
Mon Nov 28, 2016 2:41 pm
Forum: Questions and Help
Topic: Converting the demos to monogame
Replies: 5
Views: 4892

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 ...
by Peter Prins
Sun Nov 20, 2016 1:14 am
Forum: Questions and Help
Topic: Converting the demos to monogame
Replies: 5
Views: 4892

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...
by Peter Prins
Sat Nov 19, 2016 1:31 pm
Forum: Questions and Help
Topic: Converting the demos to monogame
Replies: 5
Views: 4892

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...
by Peter Prins
Tue Sep 10, 2013 6:50 pm
Forum: Questions and Help
Topic: collision damage
Replies: 1
Views: 2516

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...
by Peter Prins
Thu Jul 25, 2013 9:42 am
Forum: Questions and Help
Topic: CompoundCollidable collision detection.
Replies: 2
Views: 2620

Re: CompoundCollidable collision detection.

Thanks a lot! :D That's a lot easier than I feared when my first aproach didn't work.
by Peter Prins
Wed Jul 24, 2013 6:07 pm
Forum: Questions and Help
Topic: CompoundCollidable collision detection.
Replies: 2
Views: 2620

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...
by Peter Prins
Wed May 01, 2013 1:26 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6860

Re: EntityMover

You're welcome :)
by Peter Prins
Thu Apr 25, 2013 3:23 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 9
Views: 6860

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?
by Peter Prins
Thu Apr 25, 2013 8:57 am
Forum: Questions and Help
Topic: Gradually rotating a character
Replies: 23
Views: 16368

Re: Gradually rotating a character

Awesome, that wasn't too hard. :D Thanks for the help, I'll let you know if I notice any more strange behavior.
by Peter Prins
Fri Apr 19, 2013 2:54 pm
Forum: Questions and Help
Topic: Gradually rotating a character
Replies: 23
Views: 16368

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...
by Peter Prins
Sat Mar 02, 2013 10:55 am
Forum: Questions and Help
Topic: Collision Test
Replies: 6
Views: 4487

Re: Collision Test

Ok, I'll keep using the more specific collidables then, I like special cases :)
by Peter Prins
Sat Mar 02, 2013 2:03 am
Forum: Questions and Help
Topic: BoundingSphere
Replies: 4
Views: 3381

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. :)
by Peter Prins
Sat Mar 02, 2013 1:35 am
Forum: Questions and Help
Topic: Collision Test
Replies: 6
Views: 4487

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...