Search found 25 matches
- Mon Feb 16, 2015 1:42 pm
- Forum: Questions and Help
- Topic: Automatically sizing a primitive?
- Replies: 1
- Views: 2536
Automatically sizing a primitive?
Hi Norbo, I am in the middle of content creation for a prototype game and I was wondering if it was possible to do something along the lines of automatically sizing a primitive for entities like wheels? Say I have a car model and I want to create primitives to match the wheel size which I will then ...
- Tue Dec 30, 2014 10:54 pm
- Forum: Questions and Help
- Topic: Rotating and moving towards entity.
- Replies: 4
- Views: 3925
Re: Rotating and moving towards entity.
Hey Norbo,
It seems to be working.
Thank you.
It seems to be working.
Thank you.
- Tue Dec 30, 2014 10:29 pm
- Forum: Questions and Help
- Topic: Rotating and moving towards entity.
- Replies: 4
- Views: 3925
Re: Rotating and moving towards entity.
Hi Norbo. I don't think I am at the level where I can tell where to go from there. I can set ViewDirection and then just make MovementDirection a Vector2 with X:1,Y:1 but this makes them take semicircular paths toward my entity.
Any help would be appreciated, thanks.
Any help would be appreciated, thanks.
- Tue Dec 30, 2014 8:13 pm
- Forum: Questions and Help
- Topic: Rotating and moving towards entity.
- Replies: 4
- Views: 3925
Rotating and moving towards entity.
Hi Norbo, I went ahead and searched the forum and found a similar topic but it doesn't seem to have fixed my problem. I am trying to rotate an NPC CharacterController towards an entity and then move towards it. I have the following code inside the NPC CharacterController's update function: Vector3 c...
- Sat Dec 13, 2014 8:20 pm
- Forum: Questions and Help
- Topic: Sizing shapes for rag dolls automatically?
- Replies: 1
- Views: 2427
Sizing shapes for rag dolls automatically?
Hello Norbo, I have built a small editor for my game so I can create rag dolls for each of my characters. I import the character who is fairly high in the poly count and I want to create a rag doll out of simple shapes like boxes, circles, and all the other shapes. Maybe even a simple hull. Is Bepu ...
- Tue Jul 01, 2014 10:11 am
- Forum: Questions and Help
- Topic: Breaking Joints?
- Replies: 4
- Views: 5832
Re: Breaking Joints?
Great, I'll try this out when I get a chance. Thank you Norbo.
- Fri Jun 27, 2014 10:19 pm
- Forum: Questions and Help
- Topic: Breaking Joints?
- Replies: 4
- Views: 5832
Breaking Joints?
Hi, I am using Bepu to simulate rag dolls. I am using joints to attach limbs and such. Animals in my game can remove limbs of other animals. Is there an already built in way to remove a joint when a threshold of force is applied to it? If not, does there exist a way to tell how much force is being a...
- Fri Jan 03, 2014 6:58 pm
- Forum: Questions and Help
- Topic: BEPUutilities questions
- Replies: 7
- Views: 5593
Re: BEPUutilities questions
v1.3.0 is a pretty huge upgrade over v1.2.0, I would strongly recommend using it. The 'manually convert to XNA' is not the only option, remember- if you tossed in the implicit casts, you wouldn't have to change much of anything. I will look into using those, if you have anymore information I could ...
- Fri Jan 03, 2014 6:51 pm
- Forum: Questions and Help
- Topic: BEPUutilities questions
- Replies: 7
- Views: 5593
Re: BEPUutilities questions
Thanks Norbo,
This is fairly beyond my scope and the engine is already simply too vast for me to manually replace everything. I am out of my element with this. I will just keep using an older version of BepuPhysics.
This is fairly beyond my scope and the engine is already simply too vast for me to manually replace everything. I am out of my element with this. I will just keep using an older version of BepuPhysics.
- Fri Jan 03, 2014 11:49 am
- Forum: Questions and Help
- Topic: BEPUutilities questions
- Replies: 7
- Views: 5593
Re: BEPUutilities questions
Hi Norbo, thanks for the quick reply. Since I am still learning C#, I don't exactly know how to replace the BEPUutilities with XNA math, do you have any tips? I imagine it is easier than just going error by error and converting it to use XNA's math class. I will only be targeting Windows and the Xbo...
- Thu Jan 02, 2014 6:27 pm
- Forum: Questions and Help
- Topic: BEPUutilities questions
- Replies: 7
- Views: 5593
BEPUutilities questions
Hi Norbo, I decided to update my engine's copy of BepuPhysics today and I saw on your blog that you are no longer using XNA's math class, I have a few questions. Why did you choose BEPUutilities over XNA's math? Is there a performance difference? My graphics/the rest of my engine uses XNA's math cla...
- Mon Oct 07, 2013 1:18 am
- Forum: Questions and Help
- Topic: Character controller on standing object - Rotation
- Replies: 2
- Views: 2716
Re: Character controller on standing object - Rotation
I had no idea that would be in there, I should have looked first. it works perfectly. Thank you Norbo.
- Sun Oct 06, 2013 12:19 pm
- Forum: Questions and Help
- Topic: Character controller on standing object - Rotation
- Replies: 2
- Views: 2716
Character controller on standing object - Rotation
Hi Norbo, I am using a character controller for my game, and I was wondering, would it be possible to have the character rotate when the object below it rotates? For example: In your CharacterPlaygroundDemo, when I stand on the spinning blade, my character still faces the same direction while spinni...
- Sun Jul 07, 2013 8:37 pm
- Forum: Questions and Help
- Topic: A few basic questions
- Replies: 4
- Views: 3426
Re: A few basic questions
It is based on whatever data is actually used to construct the entity. Since the engine has no awareness of graphics, the choice of which state to use is made externally- the engine just receives a bunch of points (and/or indices) regardless. Okay, great. Sorry, I'm not clear enough on the context ...
- Sat Jul 06, 2013 11:38 pm
- Forum: Questions and Help
- Topic: A few basic questions
- Replies: 4
- Views: 3426
Re: A few basic questions
Nope, not automatically. BEPUphysics has absolutely no awareness of graphics. If you wanted the collision shape to change to match new animation state, the collision shape must be changed. Does this mean the entity is based off of the first position of the model? For example, I have a model that ha...