Search found 4 matches

by Neith
Mon Sep 17, 2012 2:01 am
Forum: Questions and Help
Topic: Terrain from heightmap
Replies: 6
Views: 5785

Re: Terrain from heightmap

haha, wow. I hadn't even tried to test it out yet. :oP thanks!
by Neith
Sat Sep 15, 2012 7:19 am
Forum: Questions and Help
Topic: Terrain from heightmap
Replies: 6
Views: 5785

Re: Terrain from heightmap

cool, thanks for the explanation! so this does the trick: body = new BEPUphysics.Collidables.Terrain(heights, new AffineTransform(new Vector3(cellSize, 1, cellSize), Quaternion.Identity, new Vector3(-width * cellSize / 2, 0, -length * cellSize / 2))); well...sort of. It's only creating, like, a thir...
by Neith
Fri Sep 14, 2012 8:43 pm
Forum: Questions and Help
Topic: Terrain from heightmap
Replies: 6
Views: 5785

Re: Terrain from heightmap

I'm aware of the demo, but I don't know what to use for the x-y Spacing and Length. What would that correspond to in a terrain class like the one I'm using? I've tried the following but it doesn't seem to work. AffineTransform wt = new AffineTransform(new Vector3(width, height, length), Quaternion.I...
by Neith
Fri Sep 14, 2012 5:20 am
Forum: Questions and Help
Topic: Terrain from heightmap
Replies: 6
Views: 5785

Terrain from heightmap

I'm looking for information on how to setup a bepuphysics terrain from a heightmap. My XNA terrain class creates a hightmap from a .bmp file (as in riemer's tutorials ). It holds a float[,] of heights, and I'm assuming I pass the BEPUphysics.Collidables.Terrain constructor that. What else would I ne...