Search found 12 matches

by 6thVenom
Sat Nov 24, 2012 10:55 am
Forum: General
Topic: Games using bepu
Replies: 61
Views: 200480

Re: Games using bepu

Hi there, i had worked on a project for quite a while now, it's called "Steel Warriors" and it's a run'n gun like Contra and Metal Slug series. It's a solo project that've been recently putted on hold, but i'd want to share with you the actual state of the prototype, it's coded over the XN...
by 6thVenom
Sat Sep 29, 2012 2:02 pm
Forum: Questions and Help
Topic: Vehicle not driving forward
Replies: 2
Views: 2847

Re: Vehicle not driving forward

if (keyboardInput.IsKeyDown(MOIS.KeyCode.KC_UP)) { //Drive Vehicle.Wheels[1].DrivingMotor.TargetSpeed = ForwardSpeed; Vehicle.Wheels[3].DrivingMotor.TargetSpeed = ForwardSpeed; } if (keyboardInput.IsKeyDown(MOIS.KeyCode.KC_DOWN)) { //Reverse Vehicle.Wheels[1].DrivingMotor.TargetSpeed = BackwardSpee...
by 6thVenom
Sat Sep 29, 2012 4:37 am
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Re: Chara controller & one way platforms / walls.

Oh well, yes i forgot to use the standingHeight/2 offset in the rigid transform constructor, thanks. :oops: Unsafe asynchronous access violations are usually invisible until they cause a horrific catastrophe (things disappear, program crashes, etc.). Scary words there! My physicManager is just a wra...
by 6thVenom
Fri Sep 28, 2012 8:55 pm
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Re: Chara controller & one way platforms / walls.

Hi Norbo, i'm back with some code, i had to finish some textures before going further with this. First let me explain how i naively added it to my game: So i got this Entity_player class that hold a BroadPhaseEntry for the current platform he is standing on if any, during the class update (fixed tim...
by 6thVenom
Tue Sep 25, 2012 10:47 pm
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Re: Chara controller & one way platforms / walls.

Ok, i think i'm ready to rumble with code... tomorow! as it's 1am here :) I overlooked the collision rule (specific/personal/group) property, it's exactly what i'm looking for. That could work. Hooking it there will execute it before the broad phase runs which allows you to stop pairs from ever bein...
by 6thVenom
Tue Sep 25, 2012 9:45 pm
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Re: Chara controller & one way platforms / walls.

Yes i think i got your point. You're idea is to have a general rule of no solid platforms for players, except if the top-to-bottom cast (or would body.Bottom to down suffice?) detect a platform underfeet. that's the point? I would either just use the 'specific' object-to-object collision rule relati...
by 6thVenom
Tue Sep 25, 2012 7:25 pm
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Re: Chara controller & one way platforms / walls.

Hey thanks for the fast reply! (as always) But i think i can't go for a 'turn collisions on/off for the platform' method, as my game is supposed to be multiplayer enabled, so one standing on the platform don't want to fall through it every time another one jump into the platform from bottom. Because...
by 6thVenom
Tue Sep 25, 2012 8:53 am
Forum: Questions and Help
Topic: Chara controller & one way platforms / walls.
Replies: 9
Views: 6325

Chara controller & one way platforms / walls.

Hi, You know, those little floating platforms you can jump through and stand on it, or those walls you can pass only in one direction, generally seen in all platformers. I first thought it would be easy as collision triangles are one side only, but the character controller detect the penetration and...
by 6thVenom
Tue Sep 04, 2012 4:29 am
Forum: Questions and Help
Topic: Q about CharacterController Vertical Speed.
Replies: 6
Views: 4881

Re: Q about CharacterController Vertical Speed.

Wow! this huge one is exactly what i was looking for!
(you should provide a link somewhere on http://www.bepuphysics.com/ maybe)

I'm not making an Evil simulator, don't worry! :)

Thanks,
Greg.
by 6thVenom
Mon Sep 03, 2012 9:10 pm
Forum: Questions and Help
Topic: Q about CharacterController Vertical Speed.
Replies: 6
Views: 4881

Re: Q about CharacterController Vertical Speed.

I think i'll go for the simplest form possible, as it should only be used a few times in the (prototype of my) game. so i'll go for something really similar to the code you posted, as i already implemented it in the Chara' controller update method while i was waiting. works pretty good for my purpos...
by 6thVenom
Mon Sep 03, 2012 7:33 pm
Forum: Questions and Help
Topic: Q about CharacterController Vertical Speed.
Replies: 6
Views: 4881

Re: Q about CharacterController Vertical Speed.

Tell us the truth, you sleeping here right? :D Oh, i thought the vertical motion constraint was a bit more complex/sophisticated, like horizontal motion constraint is! I'll do something like you said, as i always thought there was some *magical* air friction going on under the hood. Any advice on th...
by 6thVenom
Mon Sep 03, 2012 7:05 pm
Forum: Questions and Help
Topic: Q about CharacterController Vertical Speed.
Replies: 6
Views: 4881

Q about CharacterController Vertical Speed.

Hi, i'm a long time reader, first time poster :) First of all, Norbo, thanks you so much for BEPU physics, it's truly amazing. Then comes questions: 1) Using the last build CharacterController, i'd like to know where are the values, if any, to control vertical speed, or how could i possibly modify t...