Search found 13 matches
- Sun Sep 02, 2012 12:16 pm
- Forum: Questions and Help
- Topic: Center of gravity
- Replies: 1
- Views: 2619
Center of gravity
Hi again, I want to see center of gravity, but I only know how to see center of mass. I attach screenshot where green ball is my center of mass and red ball is world matrix of object( this ball isn't collision model, I swapped car's convex hull with red ball in a draw call in order to see postion of...
- Mon Aug 27, 2012 7:58 pm
- Forum: Questions and Help
- Topic: Table with ray support
- Replies: 8
- Views: 5833
Re: Table with ray support
Wow, that is awesome 
Less work for me
Thanks for all the help, realy appreciate this 

Less work for me


- Mon Aug 27, 2012 12:41 pm
- Forum: Questions and Help
- Topic: Table with ray support
- Replies: 8
- Views: 5833
Re: Table with ray support
I'd estimate you could get a few thousand such spheres running without much trouble. (Maybe more than 10000 if you spent most of the CPU budget on it and there weren't a lot of interactions.) Thats more than I will need :) If the particles don't influence gameplay meaningfully, it would be better t...
- Sat Aug 25, 2012 10:41 pm
- Forum: Questions and Help
- Topic: Table with ray support
- Replies: 8
- Views: 5833
Re: Table with ray support
Passing in null as a connection connects to a special 'world entity,' which is actually just a kinematic sphere sitting at (0,0,0) but not added to the space. Thanks, my curious mind is satisfied :) The mobile mesh does not perform any simplification; it assumes all content processing has been perf...
- Sat Aug 25, 2012 6:21 pm
- Forum: Questions and Help
- Topic: Table with ray support
- Replies: 8
- Views: 5833
Re: Table with ray support
I am just experimenting. What I already achieved is perfect for wipeout type of game :) I also saw that joints constructors accepts null as entityA or entityB parameters, what's the reason for that and what we get? I also would like to know how bepu creates mobileMesh from model. Does it make a conv...
- Sat Aug 25, 2012 11:18 am
- Forum: Questions and Help
- Topic: Table with ray support
- Replies: 8
- Views: 5833
Table with ray support
Hi, I hope my question is simple :) I would support a plane/box on rays, and I have no idea. I tried to apply impulse when one of the corners of the table is to close to the ground, but it looked like it was floating on water. What I want to do is to raytest from each corner of the plane, and I don'...
- Mon May 28, 2012 3:59 pm
- Forum: Questions and Help
- Topic: Joints and object control
- Replies: 8
- Views: 8162
Re: Joints and object control
Wow this looks promising, I am going to throw it into my project to see how it goes, or rather rides
Also decreasing time step is truly an overkill 
Norbo, You are truly a definition of perfect help
Never have I seen a better help section on any forum before 


Norbo, You are truly a definition of perfect help


- Sun May 27, 2012 4:15 pm
- Forum: Questions and Help
- Topic: Joints and object control
- Replies: 8
- Views: 8162
Re: Joints and object control
The SuspensionCarDemo is a separate example car created from a bunch of entities and constraints Sorry for very late response, I had a lot of work on my uni :) I played with the demo and i really like it ;) Also i run into some problems when I wanted to make car accelerate and go faster. First thin...
- Tue May 15, 2012 4:17 pm
- Forum: Questions and Help
- Topic: Joints and object control
- Replies: 8
- Views: 8162
Re: Joints and object control
In particular, the SuspensionCarDemo seems closely related. Is car creted with this class the same as the one used in executable demo? Or is it made with Vehicle class? Because I want to avoid Vehicle class because I want to have physical wheels and more control. I want to this that because I want ...
- Tue May 15, 2012 10:28 am
- Forum: Questions and Help
- Topic: Joints and object control
- Replies: 8
- Views: 8162
Joints and object control
Hi:) I've been trying to work out to do something like that: http://desmond.imageshack.us/Himg543/scaled.php?server=543&filename=wheeln.jpg&res=landing I would like to to rotate gray part around red vector and green vector. Also I would like to make gray object to stay in static relation wit...
- Tue Mar 27, 2012 9:26 am
- Forum: Questions and Help
- Topic: Vehicle physics
- Replies: 4
- Views: 5307
Re: Vehicle physics
That put a much more light on how does the vehicle class work
I think I will stick with hack method and maybe later I will implement my own vehicle class 
Thank You for help and You can count on my recomendation of your tool to other game programmers i know


Thank You for help and You can count on my recomendation of your tool to other game programmers i know

- Tue Mar 27, 2012 7:38 am
- Forum: Questions and Help
- Topic: Vehicle physics
- Replies: 4
- Views: 5307
Re: Vehicle physics
Thank You for your answer
That's what i expect from help section of a forum
So if I want to make a wheel spin (like in burnouts) i need to write some 'hacky' code for wheel animation is that right? Also would it be good idea to add wheels proxy to the space to make it look more natural?


So if I want to make a wheel spin (like in burnouts) i need to write some 'hacky' code for wheel animation is that right? Also would it be good idea to add wheels proxy to the space to make it look more natural?

- Mon Mar 26, 2012 5:46 pm
- Forum: Questions and Help
- Topic: Vehicle physics
- Replies: 4
- Views: 5307
Vehicle physics
First of all, I want to congratulate creators for easy to use physics tool :) I've tried many of physics engines but this one is the most user friendly library i found :) Now to the question, I created method to create vehicle similar to one that we can find inside the demos. I played along with som...