Cheers! They are I'm belligerent I'm afraid, hence the conflict...Norbo wrote:Great job! But I feel bad for the floaty mouthmen
Search found 20 matches
- Wed Apr 17, 2013 10:12 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 222482
Re: Games using bepu
- Thu Apr 11, 2013 1:08 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 222482
- Thu Apr 11, 2013 1:04 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: FIXED - Floating in water
Here is an Astralis video featuring the swimming, and showing BEPU in action
viewtopic.php?f=9&t=1035&start=30#p11446
viewtopic.php?f=9&t=1035&start=30#p11446
- Fri Mar 15, 2013 11:49 am
- Forum: Suggestions
- Topic: ByteTerrainShape
- Replies: 4
- Views: 28681
Re: ByteTerrainShape
In the grand scheme of things, the additional cost of the conversion will be insignificant even if does technically end up costing more. For every single one of those byte->float conversions, there are many thousands of other operations that need to be performed for a single execution of one pair's...
- Fri Mar 15, 2013 2:32 am
- Forum: Suggestions
- Topic: ByteTerrainShape
- Replies: 4
- Views: 28681
Re: ByteTerrainShape
Sounds like a plan :) using System; using BEPUphysics.CollisionTests.Manifolds; using Microsoft.Xna.Framework; using BEPUphysics.MathExtensions; using BEPUphysics.DataStructures; using BEPUphysics.CollisionShapes.ConvexShapes; namespace BEPUphysics.CollisionShapes { ///<summary> /// The local space ...
- Thu Mar 14, 2013 11:16 pm
- Forum: Suggestions
- Topic: ByteTerrainShape
- Replies: 4
- Views: 28681
ByteTerrainShape
Today I did something that I've been meaning to try out for a while - modified TerrainShape to be byte based. Didn't take long, and works as expected, but at 1/4 of the memory cost, as expected. For Astralis ( http://www.facebook.com/Astralis1 ) this is significant as there are kilometres of terrain...
- Fri Dec 21, 2012 2:47 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 222482
Re: Games using bepu
Lots of good looking games here, thanks for sharing
- Thu Oct 18, 2012 12:57 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: FIXED - Floating in water
The swimming is working well and feels good. I'll hold off posting a video until our animation matches it.
- Thu Oct 11, 2012 9:54 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: Floating in water
I suspect you'll find a lot of followers on Twitter once you do. New version announcements are exciting
- Thu Oct 11, 2012 9:25 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: Floating in water
Modifying the character body's LinearDamping property would also slow the character's movement on land, though, so it would have to be reset upon exiting the water. Damping could also be scaled dynamically depending on the submerged volume. The damping impulses can be applied externally alongside t...
- Thu Oct 11, 2012 9:06 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: Floating in water
ps. Those rumors are rather interesting :O Thanks for sharing this. Do you use Twitter?
- Thu Oct 11, 2012 8:42 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
Re: Floating in water
A truly Epic reply - :) Floating - I'm only going to need it for a character, so I'm leaning towards your 2nd suggestion of computing the exact amount of volume beneath the water using box height. I would have gone with a cylinder, but since the cylinder I use is deliberately larger then the charact...
- Wed Oct 10, 2012 9:23 pm
- Forum: Questions and Help
- Topic: FIXED - Floating in water
- Replies: 9
- Views: 9236
FIXED - Floating in water
Greetings :) I've had a look but not seen anything posted related to floating in water/swimming. I would like to cause a character to smoothly float in water, so that a portion of them generally visible (just like real swimming, I don't expect it to be visible 100% of the time, but just the majority...
- Tue Feb 07, 2012 8:33 pm
- Forum: Questions and Help
- Topic: FIXED - SphereCharacterController falling through terrain
- Replies: 11
- Views: 7124
Re: FIXED - SphereCharacterController falling through terrai
This is all working perfectly now, with the latest development version, and I have marked all my posts as "FIXED" - so that anyone looking in this area will be aware that it is all resolved. Thanks for resolving this so quickly, I'd expected any potential changes to take much longer, but i...
- Tue Feb 07, 2012 12:05 am
- Forum: Questions and Help
- Topic: FIXED - SphereCharacterController falling through terrain
- Replies: 11
- Views: 7124
FIXED - Re: SphereCharacterController falling through terrai
Hi, thanks for the update it completely fixed issue #1 :) Regarding the RayCasts issue I have looked into it deeply, and can code a full repro demo if needed. However the new information that I've gained may be enough: * When I'm creating the Terrain I'm using a TerrainShape: var terrainShape = new ...