Search found 13 matches
- Mon Sep 03, 2012 7:31 pm
- Forum: Questions and Help
- Topic: WinRT Managed DLL?
- Replies: 6
- Views: 8179
Re: WinRT Managed DLL?
Any idea of if any further progress has been made in the BEPU WinRT space? I'd be interested in contributing, but I'd like to avoid re-doing everything if progress has been made here.Given some of the stuff that's happening with c# Metro XNA development with MonoGame and SunBurn, I think WinRT BEPU ...
- Wed Oct 19, 2011 3:33 am
- Forum: Questions and Help
- Topic: Implementing ability to shake items in a box
- Replies: 4
- Views: 3447
Re: Implementing ability to shake items in a box
Whoa! Amazing! I'm not sure you could be anymore specific! I really appreciate your the time you spend to provide this level of detail! I'll try out this approach right now and let you know how it goes.
- Tue Oct 18, 2011 1:51 am
- Forum: Questions and Help
- Topic: Implementing ability to shake items in a box
- Replies: 4
- Views: 3447
Re: Implementing ability to shake items in a box
It sounds like you might have been using the separated direction of gravity computed from the sensors, but the raw combined data should do the trick for shaking and gravity. Can you clarify what you mean by separated? Right now I am setting gravity to the raw value of the accelerometer, it's just t...
- Mon Oct 17, 2011 4:52 am
- Forum: Questions and Help
- Topic: Implementing ability to shake items in a box
- Replies: 4
- Views: 3447
Implementing ability to shake items in a box
I'm looking for some thoughts on how I could implement a new feature in my Windows Phone app HoloPhone3D: http://www.bepu-games.com/forums/viewtopic.php?f=9&t=1405 In my last update, I created a pretty cool interative experience for the 'holographic' items in the box (watch the video in the othe...
- Wed Oct 12, 2011 5:39 am
- Forum: General
- Topic: HoloPhone3D v1.5 - 3D holograms on Windows Phone using BEPU!
- Replies: 1
- Views: 4724
HoloPhone3D v1.5 - 3D holograms on Windows Phone using BEPU!
Hey everyone, I'm super excited to announce that I just released Holophone3D v1.5 a unique 3D hologram app for Windows Phone and it leverages the awesomeness that is BEPU - check out the video and press release below. BEPU is utilized at almost every place in the application. Obviously BEPU does all...
- Sat Sep 10, 2011 5:56 am
- Forum: Questions and Help
- Topic: Rolling Sphere hanging on edges of boxes at low speed
- Replies: 5
- Views: 4509
Re: Rolling Sphere hanging on edges of boxes at low speed
Makse perfect sense now, I had some code that I used to help ensure that the marble wouldn't get 'stuck' to walls and floors under certain conditions. Your comment clued me in to the fact that it was that code that was creating the strange behavior I was seeing. Instead, I can just use IsAlwaysActiv...
- Fri Sep 09, 2011 5:19 am
- Forum: Questions and Help
- Topic: Rolling Sphere hanging on edges of boxes at low speed
- Replies: 5
- Views: 4509
Re: Rolling Sphere hanging on edges of boxes at low speed
Now that I have fixed my collision issue, there is one other behavior I would like some advice on. I have an accelerometer based marble maze and when the phone is held at a constant angle, the ball starts slwoly rolling on a flat surface and once it hits a certain speed it seems like it 'breaks' fre...
- Thu Sep 01, 2011 5:26 pm
- Forum: Questions and Help
- Topic: Rolling Sphere hanging on edges of boxes at low speed
- Replies: 5
- Views: 4509
Re: Rolling Sphere hanging on edges of boxes at low speed
Everything is a BEPU primative (Sphere and Box) that are simply aligned with meshes for rendering. Indeed, I do have a small scene (kinda a strange artifact of a few things) currently the radius of the sphere is .08 :( Given where I'm at in my release phase, this isn't something that is easily fixab...
- Thu Sep 01, 2011 6:44 am
- Forum: Questions and Help
- Topic: Rolling Sphere hanging on edges of boxes at low speed
- Replies: 5
- Views: 4509
Rolling Sphere hanging on edges of boxes at low speed
I have a rolling sphere that at low speeds is getting hung up on the edges of two aligned boxes in space. The boxes are perfectly aligned in the Z dimension, which is the plane that the ball is rolling on. If the ball has enough momentum it will simply roll over the edge, but since this is a marble ...
- Mon Aug 15, 2011 5:46 am
- Forum: Questions and Help
- Topic: Using user input to drive a ballSocket + angular motor
- Replies: 7
- Views: 5101
Re: Using user input to drive a ballSocket + angular motor
Wow. Fantastic data! That's exactly what I needed. I"m sure if you compiled all your responses into a wiki, you'd have some incredibly detailed documentation.
- Mon Aug 15, 2011 3:37 am
- Forum: Questions and Help
- Topic: Using user input to drive a ballSocket + angular motor
- Replies: 7
- Views: 5101
Re: Using user input to drive a ballSocket + angular motor
Thanks for the investigation and quick reply (on a Sunday no less...) very much appreciated. I played around with the box size, mass, stiffness and damping constants a bit more and I've gotten the simulation to look just how I want - overall it's working great now. I also spent some time (when writi...
- Sun Aug 14, 2011 11:42 pm
- Forum: Questions and Help
- Topic: Using user input to drive a ballSocket + angular motor
- Replies: 7
- Views: 5101
Re: Using user input to drive a ballSocket + angular motor
Actually looks like I was using the older 16.0. I just updated to 16.2 and it acutally looks a bit better, but still pretty oscillating (and it appears to be have increasing energy as well). Thanks a bunch for looking into this. I'm really glad to hear that it sounds like my scenario can work.
- Sun Aug 14, 2011 10:41 pm
- Forum: Questions and Help
- Topic: Using user input to drive a ballSocket + angular motor
- Replies: 7
- Views: 5101
Using user input to drive a ballSocket + angular motor
I'm trying to create a motorized armiture that is closely synchronized with user input. I have something that kind of works (Ball socket + angular motor), but it's crazy springy, just bouncing everywhere. I tried to play with the damping settings, but that just seemed to make everything really slow ...