Search found 17 matches
- Wed Jun 19, 2013 7:48 pm
- Forum: Questions and Help
- Topic: Stop Sphere object from rolling
- Replies: 5
- Views: 6137
Re: Stop Sphere object from rolling
Thanks guys. I'll try it out.
- Wed Jun 19, 2013 6:53 pm
- Forum: Questions and Help
- Topic: Stop Sphere object from rolling
- Replies: 5
- Views: 6137
Re: Stop Sphere object from rolling
ok... I will turn off physical rotation then. Next question is how can I rotate the sphere? Normally I would use Matrix.CreateRotationY or something like that, but how to do that with Matrix3X3 (which doesn't have a similar method as I understand)? If it has anything to do with Quaternions please do...
- Wed Jun 19, 2013 10:36 am
- Forum: Questions and Help
- Topic: Stop Sphere object from rolling
- Replies: 5
- Views: 6137
Stop Sphere object from rolling
I made a very simple camera controller class which uses a sphere object. LinearVelocity and AngularMomentum are applied to the sphere based on user input. It's a free floating camera, no gravity. When I look around fast (using AngularMomentum) the sphere "rolls". How can I make the sphere ...
- Thu Dec 01, 2011 2:24 am
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Re: Checking for collision between two groups
Ah thanks for the info.
I'll definitely try it.
Thanks.

I'll definitely try it.
Thanks.
- Thu Dec 01, 2011 2:18 am
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Re: Checking for collision between two groups
Didn't know that was possible.doing a little primitive collision testing will tell you where the AABB's overlap, how much the AABB's overlap, and along which axis
Can I find example code for such collision testing also in the CharacterController.cs?
Thanks heaps for your help!
- Thu Dec 01, 2011 1:58 am
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Re: Checking for collision between two groups
I'll definitely try your suggestion. But can you point me how to expand the player's bounding box? And just checking for collision when standing up could bring unintended behaviour like not standing up when next to a wall because of bounding boxs colliding, dont you think? Isnt a group nessesary? Th...
- Thu Dec 01, 2011 1:48 am
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Re: Checking for collision between two groups
Ah I see. Thanks for the suggestions.
I'll report back what happens.
Thanks.
I'll report back what happens.
Thanks.
- Thu Dec 01, 2011 1:27 am
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Re: Checking for collision between two groups
Thanks For the reply Norbo. WhT Im trying to do is this- when the character is crouhing under some obstacle, I want to prevent him from standing up if he's touching it. So Im planning to add all the crouchable stuff to a group and checking for collisision before standing up. Dont know if this is the...
- Wed Nov 30, 2011 12:35 pm
- Forum: Questions and Help
- Topic: Checking for collision between two groups
- Replies: 10
- Views: 8419
Checking for collision between two groups
Hey Norbo, I have a simple problem. How do I check if a bounding box of an object from Collisiongroup A is intersecting a bounding box of an object of Collisiongroup B? More specifically, I want to check if the player(which is a capsule) is intersecting a bounding box of an object of a specific coll...
- Sun Oct 30, 2011 9:10 am
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Re: Bepu Physics with XNA 3.1
Hey Norbo,
I tried compiling the ModelDrawer Source with XNA 3.1 and it also had many errors. Is it possible to do this? If not is there a way to display the collision meshes ?
Thanks.
I tried compiling the ModelDrawer Source with XNA 3.1 and it also had many errors. Is it possible to do this? If not is there a way to display the collision meshes ?
Thanks.
- Fri Oct 28, 2011 7:28 am
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Re: Bepu Physics with XNA 3.1
I saw this in the code #if WINDOWS Thread.Yield(); #else Thread.Sleep(0); #endif So I just replaced Thread.Yield with Thread.Sleep(0) and it compiled(at last!). Don't know if It'll cause problems later though... Anyway Thanks for all the help Norbo! :D I love this engine :)
- Fri Oct 28, 2011 6:45 am
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Re: Bepu Physics with XNA 3.1
wow thanks for the quick reply! Did exactly as you told and everything's fine except for one error - 'System.Threading.Thread' does not contain a definition for 'Yield' C:\Users\Nadeeja\Desktop\Bepu Source\Library\BepuSource\BepuSource\Threading\SpinLock.cs Any idea? Thank you so much for your help!...
- Fri Oct 28, 2011 6:26 am
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Re: Bepu Physics with XNA 3.1
Thanks for the reply. So if I understood correctly, I should create a new XNA 3.1 game and drag and drop the content of BepuPhysics(from the source) to the solution explorer? I did that and encountered some errors.I managed to resolve some of them. But there's these errors - The type or namespace na...
- Thu Oct 27, 2011 2:06 pm
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Re: Bepu Physics with XNA 3.1
Hey Norbo thanks for replying and sorry for the late reply. I didn't have any time to get my hands on the game. consider grabbing the source of v1.0.0 and downgrading it to XNA 3.1 Thanks for the suggestion.But I don't know what you mean... I'm kind of new to these stuff so can you point me in the r...
- Sun Oct 16, 2011 9:17 am
- Forum: Questions and Help
- Topic: Bepu Physics with XNA 3.1
- Replies: 10
- Views: 8554
Bepu Physics with XNA 3.1
OK so I know that the latest bepu physics version is much better and faster but because of a little issue I had to downgrade to XNA 3.1 and Bepu 0.14. The issue is the need for a render engine that can work with bepu. So I decided to choose Sunburn framework which seems cool and easy. And I download...