Search found 4 matches
- Sat Dec 13, 2014 1:40 pm
- Forum: Questions and Help
- Topic: LinearVelocity and shaking object
- Replies: 6
- Views: 5199
Re: LinearVelocity and shaking object
Assuming that the camera and the graphic are positioned in world space, it appears that the camera and graphics are sampling their positions at different times. For example, if the camera's transform is set before the frame's physics simulation runs and the model's transform is set after, the camer...
- Thu Dec 11, 2014 10:33 pm
- Forum: Questions and Help
- Topic: LinearVelocity and shaking object
- Replies: 6
- Views: 5199
Re: LinearVelocity and shaking object
Since I am not clear on exactly what is going wrong under what circumstances Here are screens: Good: http://s9.postimg.org/w6l8pbbgb/good.png Bad: http://s9.postimg.org/7ot51f8vv/bad.png The object distance from screen on "Bad image" is proportional to velocity and doesn't change until I ...
- Thu Dec 11, 2014 8:17 am
- Forum: Questions and Help
- Topic: LinearVelocity and shaking object
- Replies: 6
- Views: 5199
Re: LinearVelocity and shaking object
I don't remember why, but space.Update() worked badly so instead it I use my Update method. Probably SpaceObjectBuffer worked badly, but I don't remember why. I change my method to this: private void UpdateSpace() { space.Update(dTime); } and got slow motion. Next try: private void UpdateSpace() { s...
- Wed Dec 10, 2014 9:24 am
- Forum: Questions and Help
- Topic: LinearVelocity and shaking object
- Replies: 6
- Views: 5199
LinearVelocity and shaking object
Hello :) I create space-sim game and have some problems with correct implementation of BEPU. I have some object categories: - player - we are inside cockpit and can move in all directions - friendly / enemy ship - can move in all directions - static objects like asteroids - they don't move - bullets...