Search found 6 matches
- Sat Feb 01, 2014 9:25 pm
- Forum: Questions and Help
- Topic: StaticMesh With Large Mesh
- Replies: 2
- Views: 2856
Re: StaticMesh With Large Mesh
I finally got to the bottom of this. Your advice to try in the BEPUphysicsDemos was invaluable; with the exact same code and model it worked in the demo solution... So not a BEPUphysics bug, but rather a MonoGame issue. After some investigation I discovered that the GetData(...) methods to extract v...
- Tue Jan 28, 2014 2:04 am
- Forum: Questions and Help
- Topic: StaticMesh With Large Mesh
- Replies: 2
- Views: 2856
StaticMesh With Large Mesh
It's been a long time since I first integrated BepuPhysics into my XNA game, and I really appreciate the engine. I recently, however, ported to MonoGame and so I rebuilt BepuPhysics with implicit type conversions to MonoGame types. This works great except for one thing: StaticMeshes. The older BepuP...
- Sat Dec 08, 2012 7:19 pm
- Forum: Questions and Help
- Topic: Exceptions When Multithreading
- Replies: 5
- Views: 3829
Exceptions When Multithreading
Hi, my game has been running into CPU-related lag and I'd like to multithread the physics as this seems to help. However, upon killing an enemy I call space.Remove(body); to remove their physics body from the simulation. When running on a single thread this code works without problems, but when mult...
- Mon Apr 09, 2012 2:46 am
- Forum: Questions and Help
- Topic: Distance to StaticMesh
- Replies: 1
- Views: 2158
Distance to StaticMesh
Is there any quick way (even a hackish one) to calculate the distance of a kinematic entity to a StaticMesh? The AI in my game needs to be aware of it's surroundings, specifically the distance to large staticmesh models. The best thing I can think to do is use some sort of multi-dimensional binary t...
- Mon Apr 09, 2012 2:35 am
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 214472
Re: Games using bepu
Another game using it:
http://www.gamedev.net/gallery/album/360-screenshots/
http://www.gamedev.net/gallery/album/360-screenshots/
- Fri Dec 02, 2011 5:18 am
- Forum: Questions and Help
- Topic: NaN on Collisions
- Replies: 1
- Views: 2101
NaN on Collisions
Relatively new to BEPUphysics, trying to replace our game's homegrown physics engine with one that's a bit more robust. Everything works great until a collision; immediately after a collision all vectors (position, velocity) of the entity become NaN. I'm just using simple spherical entities with set...