Search found 4 matches
- 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...
- 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...
- 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 

- 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...