Thanks.
I'm in a rush, because I have my final presentation of my project in 1 day, so sorry in advance for my impatience
Search found 91 matches
- Tue Jun 25, 2013 10:37 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
- Tue Jun 25, 2013 6:37 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
I never understood this principle of RayCast, can you develop?
- Tue Jun 25, 2013 6:23 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
Ok.
How can I can take the height of a position in a terrainShape ?
Because the terrainShape have et methode, getposition, but I can only give the x and z, and I want the Y.
Is there are any trick to do it ?
How can I can take the height of a position in a terrainShape ?
Because the terrainShape have et methode, getposition, but I can only give the x and z, and I want the Y.
Is there are any trick to do it ?
- Sun Jun 23, 2013 7:55 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
2/ I think also ( question 2 ), that when I delete a thing in the creatingContact event, bepu have bugs. But it's occure only when the objet is colliding with multiple objets. Why ? CreatingContact is an 'immediate' event, as opposed to the ContactCreated 'deferred' event. Immediate events run insi...
- Sat Jun 22, 2013 6:35 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
1/ In my event I have this : void Events_ContactCreated(BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable sender, Collidable other, CollidablePairHandler pair, ContactData contact) { if (sender.Entity.Space == Space) { string str = (string)other.Tag; if (pair.EntityB != null &&...
- Sat Jun 22, 2013 1:45 am
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
Ok, I tried that but now I have a error : public override Entities.Entity EntityB { get { return compoundInfoB.entity; } } This is a getter in this class : CompoundPairHandler compoundInfoB = null, so I have an error, do you know why ? This error occure when I'm deleting the tank when the missile im...
- Thu Jun 20, 2013 10:47 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
I want to know how I can disable collision response with all objet ? For example, I have a box and I want to know when this box is collided but I don't want any collision response. Collision rules would be appropriate. Defining a rule of NoSolver where appropriate would stop collision response, but...
- Thu Jun 20, 2013 2:02 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
1- Could you narrow down the question? I don't know how to narrow my question because I just don't understand your answers. 2- I want to know how I can disable collision response with all objet ? For example, I have a box and I want to know when this box is collided but I don't want any collision re...
- Wed Jun 19, 2013 7:08 pm
- Forum: Questions and Help
- Topic: Stop Sphere object from rolling
- Replies: 5
- Views: 4131
Re: Stop Sphere object from rolling
You can use conversions between Matrix4x4 and Matrix3x3, like this : Matrix3x3.ToMatrix4X4(ref matrixFrom, out matrixOut); Where matrixOut will be the conversion of your matrix ( 3x3 ) to a matrix 4x4. You also do the invert matrix4x4 to matrix3x3 like : Matrix3x3.CreateFromMatrix(ref matrixFrom, ou...
- Mon Jun 17, 2013 11:31 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
Sorry but can you be more precisly ? With some examples.
Because I did'nt understand the global idea.
Because I did'nt understand the global idea.
- Mon Jun 17, 2013 7:11 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
1 - How has BepuPhysics grace, I can do a replay as a killcam in the video war games like callofduty?
2 - How can I réalister BepuPhysics thanks to a kind of slow motion?
2 - How can I réalister BepuPhysics thanks to a kind of slow motion?
- Mon Jun 17, 2013 6:56 am
- Forum: Questions and Help
- Topic: Characther models and some other questions
- Replies: 5
- Views: 4373
Re: Characther models and some other questions
You have to change the position kapow.Position = box.Position + Game.Camera.WorldMatrix.Forward * 3; Where box is your character. But the linear impulse don"t change Vector3 impulse = Game.Camera.WorldMatrix.Forward * 500; kapow.ApplyLinearImpulse(ref impulse); I think that, you can also readju...
- Sun Jun 16, 2013 12:16 am
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
Okok, and I've got a question about the bepuphysicDrawer.
This is your engine ? Because this is really optmise
This is your engine ? Because this is really optmise
- Fri Jun 14, 2013 11:16 pm
- Forum: Questions and Help
- Topic: Facing manipulation
- Replies: 53
- Views: 29965
Re: Facing manipulation
Okay, I will try this later.
How I can catch the global bounding box of the vehicle ?
How I can catch the global bounding box of the vehicle ?
- Fri Jun 14, 2013 10:44 am
- Forum: Questions and Help
- Topic: Characther models and some other questions
- Replies: 5
- Views: 4373
Re: Characther models and some other questions
I do not know if I'm allowed to answer you, but I try. For the first part, ie that: First of, i do not have much experience with 3d games and this is my first one right now, I'm working on a 3rd Person shooter as my final college project using xna, and well BEPU. First of I'm not sure how to use BEP...