Search found 8 matches
- Thu May 24, 2012 7:29 pm
- Forum: Questions and Help
- Topic: BEPUphysics world Shift+1
- Replies: 5
- Views: 4889
Re: BEPUphysics world Shift+1
Alright, I'm beginning to understand what you mean. However... Could you tell me if this code is correct? Initialize Vector3[] staticTriangleVertices; int[] staticTriangleIndices; playgroundModel = new GameModel(Content); playgroundModel.Load("TownSquare"); TriangleMesh.GetVerticesAndIndic...
- Thu May 24, 2012 4:08 pm
- Forum: Questions and Help
- Topic: BEPUphysics world Shift+1
- Replies: 5
- Views: 4889
Re: BEPUphysics world Shift+1
Could someone explain to me exactly why it says "Index is outside of the list's bounds." here? var playgroundModel = Content.Load<Model>("TownSquare"); //This is a little convenience method used to extract vertices and indices from a model. //It doesn't do anything special; any a...
- Thu May 24, 2012 9:09 am
- Forum: Questions and Help
- Topic: BEPUphysics world Shift+1
- Replies: 5
- Views: 4889
BEPUphysics world Shift+1
Hey everyone. I'm currently looking for the best suitable way to make the world for my game, and I'm using BEPUphysics. I've been looking at the world in the BEPUphysics examples you can get into by pressing Shift+1. And the ground in that world looks pretty much like what I need. So I was pretty mu...
- Wed May 23, 2012 6:52 pm
- Forum: Questions and Help
- Topic: Autogenerate Collision
- Replies: 11
- Views: 10807
Re: Autogenerate Collision
The entity.OrientationMatrix.Forward property returns the current forward direction based on the orientation. (Some background: this value is extracted directly from the matrix since it is aligned with one of the three axes of in the orthonormal basis composing the rotation matrix. However, you can...
- Wed May 23, 2012 8:59 am
- Forum: Questions and Help
- Topic: Autogenerate Collision
- Replies: 11
- Views: 10807
Re: Autogenerate Collision
Well, this is really embarrassing. Thanks a ton, got it working now! xD Edit: Now I got the model moving when buttons are press. However... How do I make it move "forward" after I've rotated it? Currently, when I press the Up key, it moves forward. But if I turn it with Left or Right key, ...
- Tue May 22, 2012 11:07 pm
- Forum: Questions and Help
- Topic: Autogenerate Collision
- Replies: 11
- Views: 10807
Re: Autogenerate Collision
Alright I now managed to get the center of the box relocated, however... I still can't seem to edit the size of the collision box without deforming the model itself :/ Box GroundBox = space.Entities[0] as Box; GroundBox.CollisionInformation.Shape.Height += 1.0f; Matrix scaling = Matrix.CreateScale(G...
- Tue May 22, 2012 8:03 pm
- Forum: Questions and Help
- Topic: Autogenerate Collision
- Replies: 11
- Views: 10807
Re: Autogenerate Collision
Ah, yeah I guess that makes sense... I do have another question though, which I am honestly a bit embarrassed to ask, cause of how simple I'm sure it is... How do I relocate the center of the collision box, as well as scaling it to fit my object? xP Because I have tried a lot of different things, bu...
- Tue May 22, 2012 7:07 pm
- Forum: Questions and Help
- Topic: Autogenerate Collision
- Replies: 11
- Views: 10807
Autogenerate Collision
Hey everyone Now, I'm not exactly 100% sure, but it seems that "CompountBody" can be build up from a lot of smaller objects, to create one complex collision object... Given this, I'm sure it would be possible for the more experienced of you people to write a "Auto Generate Collision&q...