i had tried with multiple raycasting but this is so much faster and better
Search found 17 matches
- Tue Dec 17, 2013 10:44 pm
- Forum: Questions and Help
- Topic: PathFinding Creating graph
- Replies: 2
- Views: 4087
Re: PathFinding Creating graph
Hey thanks Norbo 
i had tried with multiple raycasting but this is so much faster and better
i had tried with multiple raycasting but this is so much faster and better
- Mon Dec 16, 2013 3:36 pm
- Forum: Questions and Help
- Topic: PathFinding Creating graph
- Replies: 2
- Views: 4087
PathFinding Creating graph
I'm Working on Implementing an AI into my game, and i'm using an A* algorithm, i want to be able to dynamically create the graph with what we have in the space, i tried using game.Space.BroadPhase.QueryAccelerator.GetEntries(box, list); for each node but this only checks if the box is inside the mes...
- Sat Dec 14, 2013 3:00 am
- Forum: Questions and Help
- Topic: Check if i'm jumping on top of another player
- Replies: 4
- Views: 7982
Re: Check if i'm jumping on top of another player
Thanks Norbo!!! i love how fast you always answer.

this worked just fine thanksNorbo wrote: To get the Entity associated with a BroadPhaseEntry (if one exists), attempt to cast the entry to an EntityCollidable and check the EntityCollidable.Entity property if the cast succeeds.
- Sat Dec 14, 2013 2:10 am
- Forum: Questions and Help
- Topic: Check if i'm jumping on top of another player
- Replies: 4
- Views: 7982
Re: Check if i'm jumping on top of another player
I've only managed to test your solution now, it seems to work but i'm having a little problem the object that i'm receiving from support object is a CharacterSyncronizer object instead of the corresponding player i've previously assigned. What i'm asking is how can i get the enemy object o the chara...
- Tue Dec 10, 2013 6:47 pm
- Forum: Questions and Help
- Topic: Check if i'm jumping on top of another player
- Replies: 4
- Views: 7982
Check if i'm jumping on top of another player
First of all Thanks for this great Library it has really helped me a lot!!! Well basically i'm trying to add something like platform style of gaming where u can jump on enemies and damage them, i guess i have to use an event for initiating supports or something like that, also I'm using the characte...
- Mon Oct 28, 2013 11:57 pm
- Forum: Questions and Help
- Topic: Controlling the Height of a Jump
- Replies: 4
- Views: 7424
Re: Controlling the Height of a Jump
I've managed to fix the issue by putting a really high gravity value, and the other thing is more like he is under the floor for the quarter of a second but now that i check thouroghly he can move fine if i tell him to move after he comes back down. Well thanks anyways Norbo :D Also i need to be abl...
- Mon Oct 28, 2013 7:20 pm
- Forum: Questions and Help
- Topic: Controlling the Height of a Jump
- Replies: 4
- Views: 7424
Re: Controlling the Height of a Jump
i want to be able to Control a jump by it's height not by the speed of the jump Rather than applying a discontinuous force to push it down, I recommend just directly computing the jump speed required to reach the desired jump height. Standard equations of projectile motion would do the trick. Yeah ...
- Mon Oct 28, 2013 5:09 am
- Forum: Questions and Help
- Topic: Controlling the Height of a Jump
- Replies: 4
- Views: 7424
Controlling the Height of a Jump
Hello, first of all i've just started to implement the Character Controller( not the latest build because i still need to be able to use Xna.Framework Vector classes, for Lindgren, and the latest version of your character controller uses BepuUtilities Vector classes), and i want to be able to Contro...
- Mon Jul 29, 2013 11:46 pm
- Forum: Questions and Help
- Topic: Body clipping to terrain
- Replies: 1
- Views: 3313
Body clipping to terrain
First of i created my own simple character controller based on just the basics from yours, and just recently i added that the body to have inverse inertia so that it doesn't rotate, but after that sometimes the body clips with the terrain and doesn't moves, I've already made the body to update conti...
- Sun Jul 28, 2013 10:34 pm
- Forum: Questions and Help
- Topic: Transform heightmap to Static Mesh
- Replies: 2
- Views: 3846
Re: Transform heightmap to Static Mesh
I am taking the positions and saving them in a temporary Vector3 arrray like this: Vector3[] verts = new Vector3[vertices.Length]; for (int i = 0; i < verts.Length; i++) { verts[i] = vertices[i].Position; } But the problem is with the affine transform which i don't know what to do with. Edit: i fixe...
- Sun Jul 28, 2013 9:08 pm
- Forum: Questions and Help
- Topic: Transform heightmap to Static Mesh
- Replies: 2
- Views: 3846
Transform heightmap to Static Mesh
I've been using a model up till now to create the terrain, but as i've seen that can get troublesome, so i've decided to use a heightmap to generate the map similar to the multitextured one from Riemers, here are the properties i'm using for the construction of the heightmap public struct VertexMult...
- Sun Jun 23, 2013 2:32 am
- Forum: Questions and Help
- Topic: Create a cylinder around a model
- Replies: 4
- Views: 5436
Re: Create a cylinder around a model
I'm not using the characther controller because i've had some problems porting it to what i need so i'm doing my own simpler one, but just checked what you did to do that i'll probably take the basic concept but thanks Norbo great job loving all your work so far 
- Sat Jun 22, 2013 3:29 pm
- Forum: Questions and Help
- Topic: Create a cylinder around a model
- Replies: 4
- Views: 5436
Re: Create a cylinder around a model
Thanks norbo it worked
you're the best!!!
Also, how can i know I'm colliding with a support??
Also, how can i know I'm colliding with a support??
- Fri Jun 21, 2013 11:52 pm
- Forum: Questions and Help
- Topic: Create a cylinder around a model
- Replies: 4
- Views: 5436
Create a cylinder around a model
Probably someone has asked this before but I've haven't found anyways to do this, basically i have a model i want to load, how is the best way to create the cylinder that will be around him to handle the collisions, I thought, i could get the model height, and width and get it from there but i don't...
- Mon Jun 17, 2013 7:00 am
- Forum: Questions and Help
- Topic: Characther models and some other questions
- Replies: 5
- Views: 8496
Re: Characther models and some other questions
thanks for the super quick reply
i'll tell you if it works during the week, because i'm still working on the camera ,but yeah that's more or less what i think should work, but thanks you guys sure are the best