Search found 6 matches
- Sat May 07, 2011 3:27 pm
- Forum: Questions and Help
- Topic: Problem with BEPU'S collision system
- Replies: 6
- Views: 4579
Re: Problem with BEPU'S collision system
To compound on Norbo's suggestions with some of my own experiences: I've managed to avoid penetration altogether by using some of the raycast logic found in the sample SimpleCharacterController. The jist of the idea is to throw a raycast downwards, ahead of the character shape (in your case, the sph...
- Mon May 02, 2011 4:30 pm
- Forum: Questions and Help
- Topic: Question
- Replies: 1
- Views: 4067
Re: Question
There isn't really any such thing as "normal C#" so I'm not sure what you mean by that. C# is just a programming language, basically a means to an end, and what varies is what you do with it. In this case, "what you do with it" includes using the tools provided by XNA to develop ...
- Sun May 01, 2011 2:55 pm
- Forum: Questions and Help
- Topic: Simple character controller with skinned model
- Replies: 23
- Views: 12489
Re: Simple character controller with skinned model
If you already have a falling animation defined, you wouldn't really need actionfigure or ragdoll physics. You'd likely just want to register an InitialCollisionDetectedEventHandler in which you change your character animation when colliding with a fireball or other such projectiles. These events ar...
- Sun May 01, 2011 2:43 pm
- Forum: Questions and Help
- Topic: SimpleCharacterController as a platformer controller
- Replies: 10
- Views: 6393
Re: SimpleCharacterController as a platformer controller
Firing a pair of raycasts from the middle sides of the body is proving to be much better for support stability, but I can still occasionally see penetration and it's rather jarring. So I've been thinking about a way to prevent it instead of reacting to it, I'd just like to throw it out here as a fea...
- Fri Apr 29, 2011 9:45 pm
- Forum: Questions and Help
- Topic: SimpleCharacterController as a platformer controller
- Replies: 10
- Views: 6393
Re: SimpleCharacterController as a platformer controller
Increasing the update rate will mitigate penetration, though it is costly. Try setting the Space.TimeStepSettings.TimeStepDuration to a lower value and passing the time delta into the space's update method. This will let it take as many steps as are necessary to keep up. Ah, my bad, I'd misread thi...
- Fri Apr 29, 2011 5:29 pm
- Forum: Questions and Help
- Topic: SimpleCharacterController as a platformer controller
- Replies: 10
- Views: 6393
SimpleCharacterController as a platformer controller
I'm trying to use BEPU as the physics engine for a 2.5D platformer. I'm pleased as punch when it comes to simulating simple physics entities such as projectiles being thrown or boxes being flung around. Unfortunately, I'm having trouble fine-tuning the character controller. I'm using a slightly adap...