Hey r2d2Proton,
How did that turn out? Did you end up with the results you were chasing?
Any pretty pics to share?
-Kataan
Search found 10 matches
- Fri Jun 17, 2011 4:33 am
- Forum: Questions and Help
- Topic: Skinned Ragdoll Content Processor
- Replies: 27
- Views: 16401
- Fri Jun 17, 2011 4:25 am
- Forum: General
- Topic: Why named BEPU?
- Replies: 7
- Views: 8674
Re: Why named BEPU?
Haha, well in that case I'd love to hear everyone's take on the meaning. Send in your acronyms!
- Fri Jun 17, 2011 4:05 am
- Forum: General
- Topic: Why named BEPU?
- Replies: 7
- Views: 8674
Why named BEPU?
Hello,
Just a curiosity question. Why did you go with the named Bepu?
Does it mean or stand for anything?
Don't make me kill the cat!
Cheers
Kataan
Just a curiosity question. Why did you go with the named Bepu?
Does it mean or stand for anything?
Don't make me kill the cat!
Cheers
Kataan
- Fri Jun 17, 2011 4:00 am
- Forum: Questions and Help
- Topic: Axis-based Lineardamping
- Replies: 1
- Views: 1884
Axis-based Lineardamping
Hello,
I see Entity only has a single float for lineardamping.
Is it possible to have axis-based lineardamping for Entities?
So you could have different lineardamping values for X, Y and Z.
And if not, why did you decide against it?
Cheers,
Kataan
I see Entity only has a single float for lineardamping.
Is it possible to have axis-based lineardamping for Entities?
So you could have different lineardamping values for X, Y and Z.
And if not, why did you decide against it?
Cheers,
Kataan
- Tue Jun 14, 2011 12:50 pm
- Forum: Questions and Help
- Topic: ModelDrawer Issue
- Replies: 1
- Views: 1920
ModelDrawer Issue
Hey Norbo, I've updated my references to the dev fork - Change Set: a10bfc511282 and now i get: InvalidCastException was unhandled. Specified cast is not valid. on line 220 worldTransformsParameter.SetValue(worldTransforms); in BEPUphysicsDrawer.Models.ModelDisplayObjectBatch public void Draw(Effect...
- Fri Jun 10, 2011 4:41 am
- Forum: Questions and Help
- Topic: Compound body problems
- Replies: 12
- Views: 6690
Re: Compound body problems
If you mean the contact point/bounding box drawing stuff, I suppose I could pull that into a BEPUphysicsDrawer helper class or something. Keep it lean and mean! If we need to add bounding boxes we can, its not that much effort. And there is always the option of a wrapper class if someone really wan...
- Wed Jun 08, 2011 4:24 am
- Forum: General
- Topic: v0.16.0 Broad Phase Benchmarks
- Replies: 1
- Views: 4250
Re: v0.16.0 Broad Phase Benchmarks
Always exciting
Update required when I get home tonight I think.
Update required when I get home tonight I think.
- Wed May 18, 2011 12:46 am
- Forum: General
- Topic: Create a Level from a Model
- Replies: 1
- Views: 4472
Re: Create a Level from a Model
Thanks Dart,
Very kind of you to share.
Very kind of you to share.
- Fri Apr 08, 2011 1:29 am
- Forum: Questions and Help
- Topic: Component Architecture, Collisions and Messaging
- Replies: 2
- Views: 2396
Re: Component Architecture, Collisions and Messaging
As always you come to the rescue. Thank you for your prompt response, that solution should be perfect. I'd already hooked up the events, the doco for that is clear and very helpful btw, doing a great job! The ability to use Tag as an object should be the missing piece of the puzzle, if I can set tha...
- Fri Apr 08, 2011 12:57 am
- Forum: Questions and Help
- Topic: Component Architecture, Collisions and Messaging
- Replies: 2
- Views: 2396
Component Architecture, Collisions and Messaging
Hello, This is more of a general game implementation question than a purely physics related question, but it is physics based so I thought I'd still post it here, sorry if its outside the realm of this forum. First some background context: I'm currently trying to implement a component based architec...