Search found 8 matches
- Tue Jun 05, 2012 12:00 am
- Forum: Questions and Help
- Topic: StaticGroup
- Replies: 2
- Views: 2450
Re: StaticGroup
Hi, I will try and repro it for you via the demo. The thing is, the meshes are really simple, they are boxes themselves. To elaborate, my map is basically a 2d array, so each box is a "tile" inside the world, so if you have a 32x32 map, it would be 1024 objects I would like to group togeth...
- Mon Jun 04, 2012 11:26 pm
- Forum: Questions and Help
- Topic: StaticGroup
- Replies: 2
- Views: 2450
StaticGroup
Hi, I have a map built out of a bunch of models, each which I create as StaticMesh objects and then I add all those instances to a StaticGroup for improved performance. (As I have read on one of the other forums). What I can't understand though, if I add new dynamic physical objects (for testing I j...
- Tue Feb 07, 2012 1:06 am
- Forum: Questions and Help
- Topic: Rollercoaster implementation
- Replies: 4
- Views: 3607
Re: Rollercoaster implementation
Again thank you very very much. This has been very informative and feel much more confident to try this out. 

- Fri Feb 03, 2012 6:36 am
- Forum: Questions and Help
- Topic: Rollercoaster implementation
- Replies: 4
- Views: 3607
Re: Rollercoaster implementation
Once again, your help is much appreciated!
EDIT:
That said, isn't there a way to do it more 'realistically', so that the entity is bound via a joint and gravity coupled with free fall helps drive the whole coaster ?
EDIT:
That said, isn't there a way to do it more 'realistically', so that the entity is bound via a joint and gravity coupled with free fall helps drive the whole coaster ?
- Thu Feb 02, 2012 3:14 pm
- Forum: Questions and Help
- Topic: Rollercoaster implementation
- Replies: 4
- Views: 3607
Rollercoaster implementation
Hi,
Any ideas/thoughts what would be the best why to implement a roller coaster ?
I know there is a plethorea of joints that would work, but is curious as to what would the gurus out there use all the joints together to get the desired behaviour.
Thanks,
Jaco
Any ideas/thoughts what would be the best why to implement a roller coaster ?
I know there is a plethorea of joints that would work, but is curious as to what would the gurus out there use all the joints together to get the desired behaviour.
Thanks,
Jaco
- Thu Jan 12, 2012 9:53 pm
- Forum: Questions and Help
- Topic: Mixing BEPU objects with non-BEPU objects
- Replies: 4
- Views: 3729
Re: Mixing BEPU objects with non-BEPU objects
Thank you very much, that helps a lot. My goal is to hook in as much as possible with BEPU, so I will try what you have suggested.
- Thu Jan 12, 2012 8:53 pm
- Forum: Questions and Help
- Topic: Mixing BEPU objects with non-BEPU objects
- Replies: 4
- Views: 3729
Re: Mixing BEPU objects with non-BEPU objects
Thanks for the quick reply and for the info.
So I am building a hybrid RTS/3d Person game, which is basically mutliplayer only, if that would give you better context. Would that still be acceptable then to do everything via the physics engine ?
So I am building a hybrid RTS/3d Person game, which is basically mutliplayer only, if that would give you better context. Would that still be acceptable then to do everything via the physics engine ?
- Thu Jan 12, 2012 10:26 am
- Forum: Questions and Help
- Topic: Mixing BEPU objects with non-BEPU objects
- Replies: 4
- Views: 3729
Mixing BEPU objects with non-BEPU objects
Hi, Firstly, thanks for a really great managed physics library, I have tried everything else and was utterly dissapointed! I won't have to many dynamic physical objects in my game, so I would like to know, performance wise, would it be a bad idea to create all game entities Non-dynamic objects so th...