Search found 7 matches

by duke
Fri Aug 23, 2019 7:50 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200868

Re: Games using bepu

Yaht 3D has been redesigned and now released on Android :-)
iPhone app is in the pipeline and also lots of new features planned.

https://play.google.com/store/apps/deta ... com.yaht3d

Maybe i'll get around to upgrading to BEPUphysics v2.0
by duke
Sun May 08, 2016 9:08 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200868

Re: Games using bepu

I'd like to add my little UWP Windows 10 Yahtzee style game called "Yaht 3D". Made with BEPU physics and Monogame.

https://www.microsoft.com/store/apps/9wzdncrfhx4k

Thanks for making it possible :D
by duke
Sun Dec 13, 2015 10:33 pm
Forum: Questions and Help
Topic: .NET Native bug and solution
Replies: 3
Views: 5501

Re: .NET Native bug and solution

Thanks for the quick reply to this, I have up-voted the connect issue!

Hopefully Microsoft will fix this in .NET Native. In the meantime your suggested workarounds should hopefully avoid the boxing issue. Thanks again!
by duke
Sun Dec 13, 2015 11:09 am
Forum: Questions and Help
Topic: .NET Native bug and solution
Replies: 3
Views: 5501

.NET Native bug and solution

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...
by duke
Tue Oct 18, 2011 6:19 pm
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200868

Re: Games using bepu

Hi,

I've just released Coin Toss OMG!+ for Windows Phone. It is more a novelty app than a game but it uses the awesome Bepu physics.

http://www.youtube.com/watch?v=o8rx6w2Vet0
http://windowsphone.com/s?appid=bfa8b4a ... 961bf65661
by duke
Sun Jul 03, 2011 9:19 pm
Forum: Questions and Help
Topic: Space.Update(float) in 0.16.0
Replies: 2
Views: 2902

Re: Space.Update(float) in 0.16.0

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!
by duke
Sat Jul 02, 2011 11:19 am
Forum: Questions and Help
Topic: Space.Update(float) in 0.16.0
Replies: 2
Views: 2902

Space.Update(float) in 0.16.0

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...