Search found 6 matches
- Thu Jul 11, 2013 10:57 am
- Forum: Questions and Help
- Topic: Strange EntityMover activation issue
- Replies: 3
- Views: 3469
Re: Strange EntityMover activation issue
Still unable to replicate but I found a workaround. I was spawning the entity at the exact target position of the entity mover. Moving the target 0.01f on the Y axis solves the problem. Good enough for government work!
- Mon Jun 17, 2013 3:57 am
- Forum: Questions and Help
- Topic: Strange EntityMover activation issue
- Replies: 3
- Views: 3469
Re: Strange EntityMover activation issue
I set up everything the same and couldn't replicate it. I'll try upgrading my codebase to the latest BEPU. Looks like a lot of changes have been made!
- Mon Jun 17, 2013 3:11 am
- Forum: Questions and Help
- Topic: Strange EntityMover activation issue
- Replies: 3
- Views: 3469
Strange EntityMover activation issue
Hello! I found a weird issue that has me stumped. I'm making a bouncy platform (heavily inspired by N) using a NoRotationJoint and an EntityMover with very springy motor settings. My character controller manually activates the entity and applies an impulse when it's on the platform (since the charac...
- Sun Mar 24, 2013 8:26 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 221416
Re: Games using bepu
Another happy Bepu user here. My game definitely tests the limits of the engine, and it always performs like a champ. http://i.imgur.com/VdSqsWzl.jpg Here's a somewhat outdated gameplay trailer with a lot of me talking very boringly. The link should skip you to the fun physics-y part. http://youtu.b...
- Sat Jul 02, 2011 6:26 pm
- Forum: Questions and Help
- Topic: Add/remove shapes to/from a CompoundBody?
- Replies: 2
- Views: 2560
Re: Add/remove shapes to/from a CompoundBody?
Okay, cool. Thanks for the info!
- Sat Jul 02, 2011 4:55 pm
- Forum: Questions and Help
- Topic: Add/remove shapes to/from a CompoundBody?
- Replies: 2
- Views: 2560
Add/remove shapes to/from a CompoundBody?
I searched around a bit and it seems that this was potentially possible a few versions ago, but now it looks like I'll have to recreate the CompoundBody in order to modify it. Is that true or is there a more efficient way?