Search found 8 matches
- Wed Sep 05, 2012 8:13 pm
- Forum: Questions and Help
- Topic: Reducing the complexity of SphereShapes
- Replies: 3
- Views: 2622
Re: Reducing the complexity of SphereShapes
The FPS decrease much when I shoot many balls from my character (not in all cases... but mostly when I shoot this balls on trees which collision shapes are bounding boxes). I think this is because of number of collisions BEPU has to resolve during such process (many balls can collide with each other...
- Wed Sep 05, 2012 10:16 am
- Forum: Questions and Help
- Topic: Reducing the complexity of SphereShapes
- Replies: 3
- Views: 2622
Reducing the complexity of SphereShapes
Hi all, I am now making a game in which you control a character made of balls. You can shoot many balls at the same time (max is now about 200) and of course it is very time-consuming for the engine. That is why I would like to reduce the complexity of the SphereShapes - but I don't see the code in ...
- Wed Sep 05, 2012 10:12 am
- Forum: Questions and Help
- Topic: Speeding up CharacterController.
- Replies: 3
- Views: 4092
Re: Speeding up CharacterController.
Thank you very much Norbo, you are very helpful
- Tue Aug 28, 2012 12:25 pm
- Forum: Questions and Help
- Topic: Connecting physics with animations - for enemies
- Replies: 3
- Views: 4230
Re: Connecting physics with animations - for enemies
Thanks very much for the reply I will try to make the things that you have written.
- Tue Aug 28, 2012 10:08 am
- Forum: Questions and Help
- Topic: Speeding up CharacterController.
- Replies: 3
- Views: 4092
Speeding up CharacterController.
Hi, I have some problems with changing speed for CharacterController. I tried to change the line in CharacterController where the Camera position is changed: (CharacterController.StanceManager.CurrentStance == Stance.Standing ? StandingCameraOffset : CrouchingCameraOffset) * CharacterController.Body...
- Mon Aug 27, 2012 12:39 pm
- Forum: Questions and Help
- Topic: Connecting physics with animations - for enemies
- Replies: 3
- Views: 4230
Connecting physics with animations - for enemies
Hi, I am making a 3D game right now and I need some help. Physics for camera and static objects like pyramids and temples work rather well. Problem is with making physics for enemies. I am using ConvexHull to represent them physically. But I don't know how to connect animations for them with their p...
- Thu Mar 29, 2012 12:52 pm
- Forum: Questions and Help
- Topic: Very complex buildings problem
- Replies: 3
- Views: 2632
Re: Very complex buildings problem
Thank you very much for your answer :) When I go inside this pyramid, will be the objects around pyramid 'active'? Is there any way to divide StaticMesh in parts, so that only submeshes of StaticMesh around the player will be checked? (Will be made the collision test for objects around it, or all ob...
- Wed Mar 28, 2012 11:44 am
- Forum: Questions and Help
- Topic: Very complex buildings problem
- Replies: 3
- Views: 2632
Very complex buildings problem
Hi, I am now creating a 3D game with my team and I decided to use BEPU for its physics. But I don't know how to divide a complex model like pyramid with many passages in it so that it could be used with BEPU. There are so many walls in this pyramid, this model is very complex shape and I would like ...