Search found 19 matches
- Tue May 23, 2017 4:41 pm
- Forum: General
- Topic: Games using bepu
- Replies: 61
- Views: 221703
- Fri Jun 24, 2016 5:06 am
- Forum: General
- Topic: Deterministic Narrow Phase
- Replies: 3
- Views: 21187
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
- Tue Jun 21, 2016 3:18 am
- Forum: General
- Topic: Deterministic Narrow Phase
- Replies: 3
- Views: 21187
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. ...
- Wed Jan 13, 2016 1:28 am
- Forum: Questions and Help
- Topic: Problem with changing physics groups
- Replies: 2
- Views: 4354
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!
- Wed Jan 13, 2016 12:29 am
- Forum: Questions and Help
- Topic: Problem with changing physics groups
- Replies: 2
- Views: 4354
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...
- Sat Nov 15, 2014 5:16 am
- Forum: Questions and Help
- Topic: Smooth Floors
- Replies: 4
- Views: 5659
Re: Smooth Floors
Oh. Silly me, there it is. Thanks Norbo, you're awesome!
- Fri Nov 14, 2014 11:05 pm
- Forum: Questions and Help
- Topic: Smooth Floors
- Replies: 4
- Views: 5659
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 ...
- Fri Nov 14, 2014 8:26 pm
- Forum: Questions and Help
- Topic: Smooth Floors
- Replies: 4
- Views: 5659
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...
- Sun Aug 31, 2014 3:09 pm
- Forum: Questions and Help
- Topic: Un-Signing BEPU's Assembly
- Replies: 5
- Views: 6357
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.
- Sat Aug 30, 2014 10:03 pm
- Forum: Questions and Help
- Topic: Un-Signing BEPU's Assembly
- Replies: 5
- Views: 6357
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, unche...
- Sat Aug 30, 2014 7:45 pm
- Forum: Questions and Help
- Topic: Un-Signing BEPU's Assembly
- Replies: 5
- Views: 6357
Re: Un-Signing BEPU's Assembly
I see. Thank you for the quick reply!
- Sat Aug 30, 2014 6:44 pm
- Forum: Questions and Help
- Topic: Un-Signing BEPU's Assembly
- Replies: 5
- Views: 6357
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...
- Fri Jun 20, 2014 9:26 pm
- Forum: Questions and Help
- Topic: Character Squeezing Through Wall
- Replies: 2
- Views: 3796
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!
- Fri Jun 20, 2014 5:18 pm
- Forum: Questions and Help
- Topic: Character Squeezing Through Wall
- Replies: 2
- Views: 3796
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...
- Wed Nov 20, 2013 10:41 pm
- Forum: Questions and Help
- Topic: Large Trigger Areas
- Replies: 2
- Views: 10877
Re: Large Trigger Areas
Ah! I see. Thank you Norbo, your beautiful brain is as enlightening as always