Search found 10 matches

by diadem
Sat Mar 28, 2009 7:43 pm
Forum: Questions and Help
Topic: XNAnimation
Replies: 1
Views: 3237

XNAnimation

I finally got around to checking out XNAnimation and want to add skinned models to my game. This creates a new problem - I can't just use a convexhull and be done with it. What's the best way to handle models that aren't static? Now both the physics engine and the graphics engine want to control mov...
by diadem
Tue Feb 10, 2009 2:33 am
Forum: Questions and Help
Topic: Tiled game efficiency questions
Replies: 4
Views: 4919

Re: Tiled game efficiency questions

That did the trick. I spend over six hours messing with maps and you give me a solution that takes a matter of minutes.
by diadem
Mon Feb 02, 2009 1:32 am
Forum: Questions and Help
Topic: Tiled game efficiency questions
Replies: 4
Views: 4919

Re: Tiled game efficiency questions

Backstory: I ended up actually just using a normal map. I used the demo's playground as an example for a statictrianglegroup. It took a few hours to get the model in the right format. I tried almost every setting with Truespace, Milk, etc, but the directX exports all had various issues with collisio...
by diadem
Sat Jan 31, 2009 5:05 pm
Forum: Questions and Help
Topic: Draw boundingBox and dancing cylinders... [RESOLVED]
Replies: 7
Views: 6518

Re: Draw boundingBox and dancing cylinders...

What type of object are you using to draw your floor? If it's a StaticTriangleGroup, you can modify the coefficientOfRestitution property to change the "bounciness."
by diadem
Sat Jan 31, 2009 3:03 pm
Forum: Questions and Help
Topic: Multithreaded physics
Replies: 21
Views: 19065

Re: Multithreaded physics

The scene itself is actually pretty complicated for the Xbox 360. The only effective way right now to get great performance with that many boxes piling on top of each other on the Xbox is internal multithreading (multiple threads for the physics alone), which is in the works. There could also be ad...
by diadem
Sun Jan 25, 2009 8:30 pm
Forum: Questions and Help
Topic: Tiled game efficiency questions
Replies: 4
Views: 4919

Tiled game efficiency questions

My game world is based off a procedurally generated 2d map. http://img166.imageshack.us/img166/7637/shot1dm1.png What is the best way to make my static world? Right now I'm adding all of the road tiles to a static group. If the tiles touch, the game grinds to a halt. If they have some space between ...
by diadem
Sun Jan 25, 2009 8:00 pm
Forum: Questions and Help
Topic: Newbie modeling question
Replies: 10
Views: 7205

Re: Newbie modeling question

Thanks for your help. My models are all working fine now.

I am running all my models through truespace and that seemed to fix the centering problems.
by diadem
Wed Jan 21, 2009 1:54 am
Forum: Questions and Help
Topic: Newbie modeling question
Replies: 10
Views: 7205

Re: Newbie modeling question

Is there no automated way to do this? I tried to use the center of the boundingsphere to find the values for the translation, but to no avail. I guess if worse comes to worse I can make a program that lets me try to center it using the keyboard and spits out the translation values. If I need to make...
by diadem
Tue Jan 20, 2009 11:02 pm
Forum: Questions and Help
Topic: Newbie modeling question
Replies: 10
Views: 7205

Re: Newbie modeling question

I got most of it, but I seem to be having one strange error. After spending a few hours on it, I am conceding to the fact I need help (and that I should start reading more to understand how things work underneath). The problem is that the physics location and the draw location don't seem to sync up ...
by diadem
Sat Jan 17, 2009 4:35 am
Forum: Questions and Help
Topic: Newbie modeling question
Replies: 10
Views: 7205

Newbie modeling question

I looked at the multi threaded physics demo to get a grasp of how things worked. I see the physics side has boxes and such to represent how the shapes interact, and the draw side grabs the position and facings of these shapes and draws their representation so the user can see them. I want to draw a ...