Search found 6 matches

by Tengato
Thu Nov 27, 2014 5:57 am
Forum: Questions and Help
Topic: Cancelling the solver when detecting collision
Replies: 2
Views: 2788

Re: Cancelling the solver when detecting collision

Thanks for pointing me in the right direction, Norbo! Once I figured out how to use CollisionGroups, it was easy to get things working the way I wanted. :D
by Tengato
Mon Nov 24, 2014 5:38 am
Forum: Questions and Help
Topic: Cancelling the solver when detecting collision
Replies: 2
Views: 2788

Cancelling the solver when detecting collision

Hi, I just implemented pickups in my game using a sphere entity (with locked rotation), so they can tumble to the ground when dispensed, bump into other inert objects, etc. The pickups handle the Sphere's InitialCollisionDetected event, during which they check to see if the colliding object is a pla...
by Tengato
Sat Sep 20, 2014 6:28 pm
Forum: Questions and Help
Topic: How to externally identify a Collidable
Replies: 2
Views: 11276

Re: How to externally identify a Collidable

Aha, that explains it - I did try to use the Tag property of the character controller once before to handle collisions with players a little bit differently. But I was scared away from that approach when I got error messages about the type of objects allowed in that property. Now with your advice on...
by Tengato
Sat Sep 20, 2014 5:35 am
Forum: Questions and Help
Topic: How to externally identify a Collidable
Replies: 2
Views: 11276

How to externally identify a Collidable

Hi, My game consists of actors that may contain collision/physics components in the form of BEPU Terrain or Entity objects that participate in the Space simulation. When the actor's game behavior needs to know about collisions that occur inside the simulation, it subscribes to the InitialCollisionDe...
by Tengato
Fri Oct 11, 2013 11:19 pm
Forum: Questions and Help
Topic: Need advice for adding CharacterController to my project
Replies: 2
Views: 2572

Re: Need advice for adding CharacterController to my project

Thanks Norbo! I had to adjust to the new math types, but it wasn't too bad. Plus it was really straightforward to add the CharacterController to the simulation and get my player moving around and bumping into stuff... :D
by Tengato
Thu Oct 10, 2013 5:11 pm
Forum: Questions and Help
Topic: Need advice for adding CharacterController to my project
Replies: 2
Views: 2572

Need advice for adding CharacterController to my project

Hi, I've been able to implement simple physics features in my XNA project thanks to BEPU, and now I'm ready to add more robust character control to my game. After studying the demo code I think the best way for me to do this is to use the CharacterController class and its dependencies. However, the ...