I have a problem with my player colliding with my terrain I've made a short YouTube video to show the collision in action [youtube] https://www.youtube.com/watch?v=iAyWFoqH_vI [/youtube] as you can see the collision happens way above the terrain, I've went over and over the code and everything seems...
thanks Norvo I was trying to do it with the AngularVelocity but I wasn't achieving the effect I wanted This is the code I had Ill try AngularVelocity back to (0,0,0) once the key is not pressed see if that works. Ultimatly im try to simulate the controls of an aeroplan if (KeyboardState.IsKeyDown(Ke...
hi furthering my endeavours with xna and bepu I am trying to simulate a model rotating on the y axis only when i press the corresponding key. whats the best way of going about this
Thanks Norbo I should have known that I don't know why I didn't see it must have been that Ive been starring at code for nearly 8 hours yesterday and not getting anywhere fast
Hi thanks for taking the time to help me out, i get a red line under the code " shipModel = new EntityModel(shipColBox, Content.Load<Model>("Models/Ship"), Matrix.Identity, this); " when i move it into the player class. the models collide ok when all the code is in the game class...
Ive been tying to pass a vector3 value when creating a box so that i keep track of its position I have made a public Vector3 called shipPos and Ive been trying to pass the value into the create box like this public Vector3 shipPos = new Vector3(0,4,0); shipColBox = new Box(new Vector3(shipPos), 0.9f...
Hi I am a beginner to C# and XNA, please forgive me if I am asking lame questions. I have added a player class to tidy up my code so that not all the code is written in the Game class. I created a LoadModel method in my new player class and then called this method in the games LoadContent Method how...
I cleaned up the code a little and the problem fixed itself I have no Idea what was causing it to display incorrectly so cannot offer a solution.
I did however take you advice and change form a MobileMesh to a box primitive for collision
Hi I have a problem with a model I have been using as it seems to be missing some of the mesh when I draw it to the game window. The model on the right is drawn as you would normally, while the model on the left that is missing part of the mesh is drawn using Bepu's MobileMesh. Has anyone seen this ...