Search found 4 matches

by ShooterX
Sun Mar 27, 2011 10:10 pm
Forum: Questions and Help
Topic: Triangular collision
Replies: 5
Views: 4656

Re: Triangular collision

In what way is it failing? If it's the model vertex extractor (TriangleMesh.GetVerticesAndIndicesFromModel) failing, you can try a different approach to extracting the data. A build-time content processor or other model vertex extractor may do the job. The TriangleMesh.GetVerticesAndIndicesFromMode...
by ShooterX
Sun Mar 27, 2011 9:57 pm
Forum: Questions and Help
Topic: Triangular collision
Replies: 5
Views: 4656

Re: Triangular collision

A proper dynamic version of the StaticMesh with specialized data structures and collision systems is coming in v0.16.0 (with optional volume solidity too). You'll probably hate this question, but I was wondering if you could comment on the approximate ETA of version 0.16. The sample code from the t...
by ShooterX
Sun Mar 20, 2011 2:05 am
Forum: Questions and Help
Topic: Triangular collision
Replies: 5
Views: 4656

Re: Triangular collision

Thanks for the response! Lots-a coding on the way :)
by ShooterX
Sun Mar 20, 2011 1:15 am
Forum: Questions and Help
Topic: Triangular collision
Replies: 5
Views: 4656

Triangular collision

I just got started with BEPU physics and have a number of questions. In the GettingStarted example, StaticMesh is used to add the terrain, which will never move. Question 1: How do I add triangular data that is not static. That is, what am I adding to have the engine check for collisions on the tria...