Search found 15 matches
- Sun Aug 12, 2012 10:11 pm
- Forum: Questions and Help
- Topic: Entity in Collision
- Replies: 5
- Views: 4454
Re: Entity in Collision
thanks again, another dude, How can access to the point of collision? in a Vector3 value
- Fri Aug 10, 2012 8:47 pm
- Forum: Questions and Help
- Topic: Entity in Collision
- Replies: 5
- Views: 4454
Re: Entity in Collision
oh, thank you very much, I was using version 1.1, attach the new assembly, compile and everything works fine, but there is some document that says the changes between versions
- Fri Aug 10, 2012 7:15 pm
- Forum: Questions and Help
- Topic: Entity in Collision
- Replies: 5
- Views: 4454
Entity in Collision
HI, again.
How get the Entities in a collision on the event DetectingInitialCollision??
because CollidablePairHandler pair.EntityA and Entity no are accesible level, because are protect.
How get the Entities in a collision on the event DetectingInitialCollision??
because CollidablePairHandler pair.EntityA and Entity no are accesible level, because are protect.
- Sun Nov 13, 2011 9:57 pm
- Forum: Questions and Help
- Topic: object affected by air
- Replies: 1
- Views: 1995
object affected by air
hello again, is there any way I can have an object in my space and this is affected by the air force. want is to pass air force as a vector, can it be?
- Fri Aug 05, 2011 1:49 am
- Forum: Questions and Help
- Topic: ballistics.
- Replies: 2
- Views: 3874
ballistics.
hello well my intention is to create a game (not shooter) in which there will be many shots of projectiles: bullets, missiles, etc..
I want to know if there is any guidance or good practice that should be used with BEPU
I want to know if there is any guidance or good practice that should be used with BEPU
- Tue Aug 02, 2011 4:59 pm
- Forum: Questions and Help
- Topic: Make hole in box prefabricated
- Replies: 1
- Views: 2529
Make hole in box prefabricated
Hello, is there any way I can do a servation in a figure by the intersection of another. I have a box size 100x100x100, and I want a face shape has a heard of another case or any other entity included in the prefabricated motor. it would look like this photo http://www.cursositm.com.ar/images/cnc/fo...
- Fri Jul 15, 2011 5:47 pm
- Forum: Questions and Help
- Topic: somehow alter the Friction
- Replies: 3
- Views: 4303
Re: somehow alter the Friction
objects after the collision takes to stop altogether.
is there another way to stop faster.
I use 1.0f Friction in the fields and graze the wall but not enough
is there another way to stop faster.
I use 1.0f Friction in the fields and graze the wall but not enough
- Mon Jul 11, 2011 9:46 pm
- Forum: Questions and Help
- Topic: somehow alter the Friction
- Replies: 3
- Views: 4303
somehow alter the Friction
Hi I have my world, and on the various fields rolling down there, but sometimes knock them completely detenerce take a long time, so I'm looking for a way to make them stop much faster.
also want to have two surfaces, one runs more quickly than another. as happens in the real world.
How does this?
also want to have two surfaces, one runs more quickly than another. as happens in the real world.
How does this?
- Thu Jul 07, 2011 6:03 pm
- Forum: Questions and Help
- Topic: How to draw the area of collision of an object?
- Replies: 3
- Views: 3320
Re: How to draw the area of collision of an object?
thanks. another questions, Sphere uses BoundinBox or BoundisSpheres for the collisions??
- Thu Jul 07, 2011 5:09 pm
- Forum: Questions and Help
- Topic: How to draw the area of collision of an object?
- Replies: 3
- Views: 3320
How to draw the area of collision of an object?
I just want to display in the area of collision wire of some object. this only for testing
- Tue Jun 28, 2011 7:28 pm
- Forum: Questions and Help
- Topic: physics in my model
- Replies: 9
- Views: 7233
Re: physics in my model
thanks for the explanation.
already try the example set me said, but like I still can not get it right, I'm not clear what I am seeking, for example. What I want is to get the indices and vertices of the model from the processor or the processor model has some sort of readable form BEPU
already try the example set me said, but like I still can not get it right, I'm not clear what I am seeking, for example. What I want is to get the indices and vertices of the model from the processor or the processor model has some sort of readable form BEPU
- Tue Jun 28, 2011 6:08 pm
- Forum: Questions and Help
- Topic: physics in my model
- Replies: 9
- Views: 7233
Re: physics in my model
another question, why is AffineTransform? in
var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(0, 0, 10)));
var mesh = new StaticMesh(vertices, indices, new AffineTransform(new Vector3(0, 0, 10)));
- Mon Jun 27, 2011 4:18 pm
- Forum: Questions and Help
- Topic: physics in my model
- Replies: 9
- Views: 7233
Re: physics in my model
I use it for WP7
you have any idea to do that, I guess there are more people with the same problem as me.
you have any idea to do that, I guess there are more people with the same problem as me.
- Thu Jun 23, 2011 8:43 pm
- Forum: Questions and Help
- Topic: physics in my model
- Replies: 9
- Views: 7233
Re: physics in my model
ok thanks, but i have a error.
in
An exception occurs: FormatException-> Unsupported vertex type in mesh.
I can do?
in
Code: Select all
TriangleMesh.GetVerticesAndIndicesFromModel(model, out vertices, out indices);
I can do?
- Thu Jun 23, 2011 6:19 pm
- Forum: Questions and Help
- Topic: physics in my model
- Replies: 9
- Views: 7233
physics in my model
Hi I have a model that I want physical applications, but so far I've only worked with the basics boxes , spheres , etc.. And the drawing with the BruteModelDrawer that comes in the Demo. But as I do to work with models that I have made in FBX , some are completely rigid, and others have a skeleto...