I am using BEPU Physics to make a Windows UWP app. I have made the necessary source code changes most of which are described here http://www.bepu-games.com/forum/viewtopic.php?f=4&t=1926&p=11288 . Everything seemed to work perfectly until I did a .NET Native build. That's when I started gett...
Increasing TimeStepCountPerFrameMaximum to 4 did the trick.
I just realised I am passing ElapsedGameTime.TotalSeconds * 2 into space.Update() so that explains why I need to increase the TimeStepCountPerFrameMaximum. Thanks!
Hi, I upgraded from v0.15 to v0.16 for Windows Phone and now my physics world seems to update more slowly. I have set space.TimeStepSettings.TimeStepDuration = 1 / 60f; When I call space.Update((float)gameTime.ElapsedGameTime.TotalSeconds); i think only one timestep is occurring instead of as many a...