Search found 18 matches

by goldsword
Tue Dec 16, 2008 9:38 pm
Forum: Questions and Help
Topic: RayCast wheels
Replies: 4
Views: 5876

Re: RayCast wheels

Maybe I wasnt clear, but I mean the ray cast performed "under the hood" by the BEPYphysics.RayCastWheel
by goldsword
Tue Dec 16, 2008 8:41 pm
Forum: Questions and Help
Topic: RayCast wheels
Replies: 4
Views: 5876

RayCast wheels

I'm having a problem with ray cast wheel when trying to actually use a physical body for the wheel... The problem is the body will be detected by the raycast and supporting the vehicle and there is no way to tell the wheel to exclude certain objects afaik. The reason I want a body for the wheel is t...
by goldsword
Fri Dec 12, 2008 8:45 pm
Forum: Questions and Help
Topic: Ragdoll
Replies: 1
Views: 3191

Ragdoll

I'm currently trying to implement my first ragdoll and its going quite well with some complications... The technique I use is quite simple, I start off by constructing a ragdoll for a character, looping through all bones in the skeleton and constructing physical objects to represent the bone (I use ...
by goldsword
Fri Dec 12, 2008 8:23 pm
Forum: Questions and Help
Topic: Car Physics
Replies: 5
Views: 6017

Re: Car Physics

yes thats what I was looking for thank you
by goldsword
Wed Dec 10, 2008 7:50 am
Forum: Questions and Help
Topic: Car Physics
Replies: 5
Views: 6017

Re: Car Physics

So I have to create an EventHook delegate to listen for collision against the car body I presume?
by goldsword
Wed Dec 10, 2008 7:41 am
Forum: Questions and Help
Topic: Modeling a tank
Replies: 4
Views: 4721

Re: Modeling a tank

Thanks for the replies, I think I'll go with the wheel based design together with compund objects. In general if you want "heavy" objects, is it better to use higher frictions over large masses? I like to work in SI units, meters, kg etc so my player is 75 kg, a wooden box is 10 kg but I g...
by goldsword
Tue Dec 09, 2008 7:29 pm
Forum: Questions and Help
Topic: Car Physics
Replies: 5
Views: 6017

Car Physics

Just got the hang on the Vehicle / Wheel classes, they work great! I managed to create a car using 4 wheels working perfectly in all regards, I then hooked up the car into my projectile collision system and started to apply various hit effects but here I ran into trouble. When I detect a hit against...
by goldsword
Tue Dec 09, 2008 3:41 pm
Forum: Suggestions
Topic: "breakable Compound Bodys"
Replies: 7
Views: 10117

Re: "breakable Compound Bodys"

Is there anyway to change the shape of a subbody during runtime, for instance say your have a car chassi with 4 wheels and you want to simulate a flat tire, you dont want to remove the wheel just make it smaller causing the compund to wobble. Setting the height of a sub body doesnt seem to do anythi...
by goldsword
Tue Dec 09, 2008 3:09 pm
Forum: Questions and Help
Topic: Compund Objects
Replies: 4
Views: 5274

Compund Objects

I'm having some trouble using compund objects, I cant find a way to orient an object making up the compund. Setting the orientationQuaternion property of an object making up the compund will have no effect. Creating a cylinder, rotating it and then attaching it to an object will cause the cylinder t...
by goldsword
Tue Dec 09, 2008 2:18 pm
Forum: Questions and Help
Topic: Modeling a tank
Replies: 4
Views: 4721

Modeling a tank

How would one go about modeling a tank effectively using BEPU, in my current but somewhat akward method I create 3 bodies (boxes), one for the body, turret and gun barrel. I make the body a dynamic object while the turret and barrel are simple static. All 3 bodies are told to not collide against any...
by goldsword
Sun Dec 07, 2008 3:16 pm
Forum: Questions and Help
Topic: Controlled Physics
Replies: 14
Views: 10642

Re: Controlled Physics

Ah thanks norbo I'm an idiot, ofcourse I must use a multi ray version since the ray is starting inside the "firing object", that collision is detected first but discarded and once the projectile is outside the firing character im inside the real object thus giving me toi 0. I'll change to ...
by goldsword
Sun Dec 07, 2008 10:29 am
Forum: Questions and Help
Topic: Controlled Physics
Replies: 14
Views: 10642

Re: Controlled Physics

tracers .direction represents the velocity yes. What do you mean by low velocity used relative to the motion applied? When I tried collision against none terrain I pickup the collision everytime UNLESS I'm relatively close to the object? After some testing I detected this was because the if the rayc...
by goldsword
Sat Dec 06, 2008 12:37 pm
Forum: Questions and Help
Topic: Controlled Physics
Replies: 14
Views: 10642

Re: Controlled Physics

Yeah I tried alot of different settings with the controller but nothing helped. Basically it worked until you bumped into something and once you bumped into an object you were forced to find unsmooth terrain inorder to get the character to return to grounded state. Maybe changing some terrain collis...
by goldsword
Sat Dec 06, 2008 10:35 am
Forum: Questions and Help
Topic: Controlled Physics
Replies: 14
Views: 10642

Re: Controlled Physics

Thanks for the support, I've fixed all my problems by going back to my original design, I didnt get the Character class to work properly. The character was more or less always regarded as airborne, just bumping into obsticles would make him airborne and once airborne the capsule would pickup greater...
by goldsword
Sat Dec 06, 2008 2:10 am
Forum: Questions and Help
Topic: Controlled Physics
Replies: 14
Views: 10642

Re: Controlled Physics

I just tried the character controller class, it appears to do what I want! However I'm having a hard time constraining my character. For instance I want to control how quickly he moves, but setting the capsules height will give different movement behaviour. I also dont understand what the following ...