Search found 10 matches
- Mon Apr 24, 2017 9:23 pm
- Forum: Questions and Help
- Topic: The correct way to change the custom mesh size.
- Replies: 6
- Views: 6005
Re: The correct way to change the custom mesh size.
So with version 2.0 we need to use it more carefully. I hope the demos will show us how to do it in the right way :D There will also probably only be one mesh type that covers what the current StaticMesh, InstancedMesh, and MobileMesh do. They're all practically the same anyway. So there would never...
- Mon Apr 24, 2017 8:01 pm
- Forum: Questions and Help
- Topic: The correct way to change the custom mesh size.
- Replies: 6
- Views: 6005
Re: The correct way to change the custom mesh size.
OK, I'll test all these options. I'll see how the garbage collector will handle it. Also how much is a large delay between frames will be.
Interestingly, in version 2.0 are there any easier solutions for this issue? Asking for the knowledge.
Interestingly, in version 2.0 are there any easier solutions for this issue? Asking for the knowledge.
- Mon Apr 24, 2017 7:28 pm
- Forum: Questions and Help
- Topic: The correct way to change the custom mesh size.
- Replies: 6
- Views: 6005
Re: The correct way to change the custom mesh size.
Thank you for your detailed response! I'm using MobileMeshes for keys and unlockers exactly for transformations and animation. Apparently I have to use a little trick. At a time when the player changes the size and position of the key, the object will be presented as static mesh. When he's finished,...
- Mon Apr 24, 2017 10:41 am
- Forum: Questions and Help
- Topic: The correct way to change the custom mesh size.
- Replies: 6
- Views: 6005
The correct way to change the custom mesh size.
Hello! I've noticed BEPU does not support real-time scaling. Is there any way to do this without recalculating vertices and indices of original mesh? If exists then how to do it as fast as possible for case when topology is not changed? And separate way when changed? I need this for my little puzzle...
- Mon Mar 14, 2016 10:33 pm
- Forum: General
- Topic: 2.0 and UWP
- Replies: 6
- Views: 27762
Re: 2.0 and UWP
Glad to know that, thanks))Norbo wrote:.NET Core and native compilation friendliness is one of the main targets for v2.
This is why I choose your Engine, besides it is not hardware dependent.)))Norbo wrote:A physics engine doesn't have much in the way of OS dependencies.
- Mon Mar 14, 2016 10:05 pm
- Forum: General
- Topic: 2.0 and UWP
- Replies: 6
- Views: 27762
2.0 and UWP
Norbo, please tell me will Bepu support Universal Windows Platform? Especially .NETCore 5?
- Tue Apr 14, 2015 10:39 pm
- Forum: General
- Topic: Nuget package?
- Replies: 9
- Views: 29884
Re: Nuget package?
That's great! Thanks for your support!!
- Tue Apr 14, 2015 9:48 am
- Forum: General
- Topic: Nuget package?
- Replies: 9
- Views: 29884
Re: Nuget package?
Are you planning to update the package with all the latest improvements?
- Fri Apr 10, 2015 8:39 am
- Forum: Questions and Help
- Topic: Sorting triangles inside BEPU.
- Replies: 2
- Views: 3384
Re: Sorting triangles inside BEPU.
Exactly what I was looking for. It's weird that I haven't found it before. Many thanks, Norbo!Norbo wrote:StaticMesh.Mesh.Tree.GetOverlaps
- Thu Apr 09, 2015 11:25 am
- Forum: Questions and Help
- Topic: Sorting triangles inside BEPU.
- Replies: 2
- Views: 3384
Sorting triangles inside BEPU.
Hello everyone, especially Norbo . Does the physics engine some ordering of the triangles? I mean the vertices and indices. Take a look at the attached picture. For example, we have one platform and two cubes on it. Each object has 8 vertices and 36 indices (3 index per 12 triangles). The whole scen...