Search found 11 matches
- Tue Apr 16, 2013 5:01 am
- Forum: Questions and Help
- Topic: Collision issue with CharacterController and listener
- Replies: 1
- Views: 2789
Collision issue with CharacterController and listener
I have extracted the CharacterController from the BEPU demo and have it working in a different program. I have a collision listener on a StaticCollidable, and about 50% of the time when the character comes into contact with the volume it seems to be missing its entity. I'm using a InitialCollisionDe...
- Fri Apr 12, 2013 1:13 pm
- Forum: Questions and Help
- Topic: Solved - Broken CharacterController in my own implementation
- Replies: 1
- Views: 2660
Solved - Broken CharacterController in my own implementation
EDIT: Nevermind, I solved the problem on my end. The settings for my character were being setup wrong an gravity was turned off for the character. I'm trying to use the CharacterController from the demo in my own program, but running into an issue with physical character support. In SupportFinder it...
- Fri Apr 12, 2013 4:33 am
- Forum: Questions and Help
- Topic: Cone offset different from Cylinder
- Replies: 4
- Views: 5164
Re: Cone offset different from Cylinder
That's a possible solution, I'm just worried about the inconsistencies between positioning a cone that does have physics and one that doesn't have physics, they would end up in two different positions. But I guess the most accurate solution for the physics. It's a minor problem for now, but this is ...
- Fri Apr 12, 2013 4:30 am
- Forum: Questions and Help
- Topic: Applying movement to a FluidVolume
- Replies: 6
- Views: 6733
Re: Applying movement to a FluidVolume
Sounds good. Thanks for the prompt responses by the way. And I'm loving this engine, it definitely seems like the best choice for an XNA physics engine. For years I've been using JigLibX and it just wasn't cutting it. There were numerous bugs and missing features, and support for it stopped a long t...
- Thu Apr 11, 2013 5:32 am
- Forum: Questions and Help
- Topic: Applying movement to a FluidVolume
- Replies: 6
- Views: 6733
Re: Applying movement to a FluidVolume
Thanks for the help, your suggestion ended up working for me. One thing I should mention however is that the ModelViewer doesn't seem to be updating the water plane as it moves.
- Thu Apr 11, 2013 5:13 am
- Forum: Questions and Help
- Topic: Cone offset different from Cylinder
- Replies: 4
- Views: 5164
Re: Cone offset different from Cylinder
I'm curious how I could compensate by moving the cone without affecting the position of the render mesh, while also maintaining a proper center of gravity? The render and physics meshes must share the same position, altering one would alter the other. From my understanding of your answer I'd either ...
- Wed Apr 10, 2013 5:50 am
- Forum: Questions and Help
- Topic: Cone offset different from Cylinder
- Replies: 4
- Views: 5164
Cone offset different from Cylinder
I've added support in my engine for cone primitives, but upon hooking up physics for it I noticed that the physics mesh for the cone did not line up with the render mesh. The cone, given the same height and width as a cylinder, is offset by about 25% of the height, upward. To make sure it wasn't som...
- Wed Apr 10, 2013 5:46 am
- Forum: Questions and Help
- Topic: Applying movement to a FluidVolume
- Replies: 6
- Views: 6733
Re: Applying movement to a FluidVolume
Thanks I've give this a shot when I get a chance.
- Mon Apr 08, 2013 6:15 am
- Forum: Questions and Help
- Topic: Applying movement to a FluidVolume
- Replies: 6
- Views: 6733
Applying movement to a FluidVolume
My engine has water that moves up and down, like a tide. The fluid volume seems static, is there any way to change its position efficiently?
- Sun Apr 07, 2013 2:52 pm
- Forum: Questions and Help
- Topic: Scaling my terrain
- Replies: 2
- Views: 3079
Re: Scaling my terrain
Thanks, that worked perfectly.
- Sat Apr 06, 2013 4:52 am
- Forum: Questions and Help
- Topic: Scaling my terrain
- Replies: 2
- Views: 3079
Scaling my terrain
I have a terrain generated from a 1024x1024 heightmap. I have a parameter in engine that scales the position of each vertex by a user-defined amount, so that the world can be larger without requiring larger heightmap images and more memory. I need to be able to take a 1024x1024 heightfield array and...