Search found 19 matches

by kokkivos
Tue May 23, 2017 4:41 pm
Forum: General
Topic: Games using bepu
Replies: 58
Views: 30216

Re: Games using bepu

Hi everyone, I finally released a game on Steam that I built with BepuPhysics! It's called Metagalactic Blitz: http://store.steampowered.com/app/564080/Metagalactic_Blitz/ I started using bepu a few years back while making various XNA games, and then decided to use it with MonoGame to make this one....
by kokkivos
Fri Jun 24, 2016 5:06 am
Forum: General
Topic: Deterministic Narrow Phase
Replies: 3
Views: 2057

Re: Deterministic Narrow Phase

Wow, I am an absolute moron. I spent forever debugging this, dug super far into bepu, only to be led back out into my project... to find that there was a really obscure instance in which I was using an unseeded random number to set a physics object's orientation. I'm sorry I doubted you Norbo, lol
by kokkivos
Tue Jun 21, 2016 3:18 am
Forum: General
Topic: Deterministic Narrow Phase
Replies: 3
Views: 2057

Deterministic Narrow Phase

Hey Norbo, How do I make pair generation happen deterministically? I'm trying to make my simulation deterministic, but when I put a box shape with a NoSolver rule into the simulation, make a cylinder move through it, and log the pairs the narrow phase contains each frame, they end up being way off. ...
by kokkivos
Wed Jan 13, 2016 1:28 am
Forum: Questions and Help
Topic: Problem with changing physics groups
Replies: 2
Views: 1259

Re: Problem with changing physics groups

Oh, right. I Forgot that my attack handler is called from an InitialCollisionDetected handler. I'll apply the changes from the character controller on the next frame instead. Thanks!
by kokkivos
Wed Jan 13, 2016 12:29 am
Forum: Questions and Help
Topic: Problem with changing physics groups
Replies: 2
Views: 1259

Problem with changing physics groups

I'm having a problem with switching physics groups quickly. I'm working on a game where the point is to stay on a platform. By default, the Cylinder entity of a character has a CollisionGroup that collides with the boundary plane's StaticMesh, keeping him safe from falling if he runs towards the edg...
by kokkivos
Sat Nov 15, 2014 5:16 am
Forum: Questions and Help
Topic: Smooth Floors
Replies: 4
Views: 2264

Re: Smooth Floors

Oh. Silly me, there it is. Thanks Norbo, you're awesome! :D
by kokkivos
Fri Nov 14, 2014 11:05 pm
Forum: Questions and Help
Topic: Smooth Floors
Replies: 4
Views: 2264

Re: Smooth Floors

Ah! I see. So then, where should I be setting the collision margins? I see that I can alter the value of CollisionDetectionSettings.DefaultMargin, but I'm guessing that would change every entity's margin. After testing, changing that property does seem to solve my problems, but I don't know if it's ...
by kokkivos
Fri Nov 14, 2014 8:26 pm
Forum: Questions and Help
Topic: Smooth Floors
Replies: 4
Views: 2264

Smooth Floors

Hey there, I'm having a problem with constructing a floor for an arena. I want to be able to destroy individual pieces of the floor, so I created models that define the shapes I want, and used their vertices to create entities using a ConvexHullShape that I place in the world. The problem is that th...
by kokkivos
Sun Aug 31, 2014 3:09 pm
Forum: Questions and Help
Topic: Un-Signing BEPU's Assembly
Replies: 5
Views: 2231

Re: Un-Signing BEPU's Assembly

This is true, and I still use MathConverter for a couple of things, but with this case you can simply cast the BEPU Vector3 to an XNA Vector3, since I have the implicit operators.
by kokkivos
Sat Aug 30, 2014 10:03 pm
Forum: Questions and Help
Topic: Un-Signing BEPU's Assembly
Replies: 5
Views: 2231

Re: Un-Signing BEPU's Assembly

In case anyone in the future is curious, here is how I ended up resolving all of my MonoGame / BEPUPhysics conflicts (when you have the source code for both projects): I unsigned the BEPUik, BEPUphysics, and BEPUutilities projects (right click on the project, go to the "signing" tab, uncheck "sign t...
by kokkivos
Sat Aug 30, 2014 7:45 pm
Forum: Questions and Help
Topic: Un-Signing BEPU's Assembly
Replies: 5
Views: 2231

Re: Un-Signing BEPU's Assembly

I see. Thank you for the quick reply!
by kokkivos
Sat Aug 30, 2014 6:44 pm
Forum: Questions and Help
Topic: Un-Signing BEPU's Assembly
Replies: 5
Views: 2231

Un-Signing BEPU's Assembly

Hey there, Is it a bad thing if I un-sign BEPU's assembly? I have been trying to wrestle MonoGame and BEPU together for a few hours now. I don't want to use the MathConverter strategy because I'm lazy, so I've been trying to get implicit operators to work. I added the operators I needed inside of th...
by kokkivos
Fri Jun 20, 2014 9:26 pm
Forum: Questions and Help
Topic: Character Squeezing Through Wall
Replies: 2
Views: 1587

Re: Character Squeezing Through Wall

Ah, I guess my numbers were just larger than BEPU expected. Using the code from the demo's ConfigurationHelper fixed the problem. Thanks!
by kokkivos
Fri Jun 20, 2014 5:18 pm
Forum: Questions and Help
Topic: Character Squeezing Through Wall
Replies: 2
Views: 1587

Character Squeezing Through Wall

Hey there, In my game, if I run straight at a wall and keep pushing, I can squeeze through it. My character controller is a cylinder, and my walls are static meshes. I'm guessing this problem arises from me forcing the cylinder's velocity to the max speed every frame (when telling the character to m...
by kokkivos
Wed Nov 20, 2013 10:41 pm
Forum: Questions and Help
Topic: Large Trigger Areas
Replies: 2
Views: 2181

Re: Large Trigger Areas

Ah! I see. Thank you Norbo, your beautiful brain is as enlightening as always :)