Search found 15 matches
- Fri Feb 20, 2015 2:38 am
- Forum: Questions and Help
- Topic: Using Movers & Rotators and Finding Target Angles
- Replies: 4
- Views: 4092
Re: Using Movers & Rotators and Finding Target Angles
1) Choose one perpendicular by taking the cross product of the line direction and some other arbitrary direction (perhaps world right, if the line isn't aligned with right, with a fallback to world forward if it is). Hi Norbo, can you please clarify how can I choose a correct perpendicular for the ...
- Wed Feb 18, 2015 5:44 am
- Forum: Questions and Help
- Topic: Using Movers & Rotators and Finding Target Angles
- Replies: 4
- Views: 4092
Re: Using Movers & Rotators and Finding Target Angles
Hi Norbo, thanks really for the definitive answers. However, I'm still having the same flickering issue as mentioned above in #3 even after replacing LinearInterpolationCurve3D + ConstantLinearSpeedCurve combination with SingleEntityLinearMotor. The results are same like the animation works smoothly...
- Wed Feb 18, 2015 12:10 am
- Forum: General
- Topic: BEPUphysics for HTML5 and JavaScript
- Replies: 1
- Views: 16318
BEPUphysics for HTML5 and JavaScript
Hi, do we have the awesome BEPUphysics library for HTML5 + JavaScript? Suggestions welcome for other JavaScript options available for someone who wants to port the C# + BEPUphysics game to web platform.
- Tue Feb 17, 2015 7:15 am
- Forum: Questions and Help
- Topic: Using Movers & Rotators and Finding Target Angles
- Replies: 4
- Views: 4092
Using Movers & Rotators and Finding Target Angles
Hi, I'm animating a MobileMesh model using EntityMover and EntityRotator classes. The objective is the model should rotate and move to a known position. ConstantLinearSpeedCurve and ConstantAngularSpeedCurve are used as input paths to EntityMover and EntityRotator objects respectively. Since I have ...
- Thu Feb 12, 2015 12:13 pm
- Forum: Questions and Help
- Topic: 3D Projectile Tracking
- Replies: 7
- Views: 5673
Re: 3D Projectile Tracking
Thanks for the reply. However, it is still a nightmare to calculate the change in velocity because of bounce (collision). To approximate the vertical bounce velocity that BEPUphysics computes, take the estimated vertical velocity on impact and multiply it by the negative bounciness of the collision ...
- Mon Feb 09, 2015 7:43 am
- Forum: Questions and Help
- Topic: 3D Projectile Tracking
- Replies: 7
- Views: 5673
Re: 3D Path Finding and Ray Tracing
Thanks for the reply. I'm able to find the time-of-flight and target hit-point of a sphere using projectile motion formulas when the sphere is dropped from a height (top to bottom) or after it bounced back from the floor (bottom to top). The formulas require initial velocity (iv) in order to calcula...
- Fri Jan 30, 2015 5:25 am
- Forum: Questions and Help
- Topic: 3D Projectile Tracking
- Replies: 7
- Views: 5673
Re: 3D Path Finding and Ray Tracing
Hi Norbo, thanks for the reply and for the formulas too! But can you clarify whether the above formulas apply for a sphere that has bounces and downward forces (Y component of linear velocity) applied to it. Leaving aside the path tracking/finding, the simple question would be how to find the point ...
- Wed Jan 28, 2015 2:18 am
- Forum: Questions and Help
- Topic: 3D Projectile Tracking
- Replies: 7
- Views: 5673
3D Projectile Tracking
Hi, I would like to find the projected path of a moving object and wondering whether this is possible before the object starts moving! Projected path means the list of all 3D points when forces are applied to an object (until the object goes to a rest position). I am aware that the object movements ...
- Thu Jan 22, 2015 1:48 am
- Forum: Questions and Help
- Topic: Object Speeds, Velocities and Bounciness
- Replies: 6
- Views: 5427
Re: Object Speeds, Velocities and Bounciness
Thanks again!! ConfigurationHelper.ApplyScale method with appropriate scale value has solved the minibounces problem. Another quick question was whether the physics simulation and thereby the game speed (moving objects in the entire scene) will vary based on hardware. For example, the settings like ...
- Tue Jan 20, 2015 10:59 pm
- Forum: Questions and Help
- Topic: Object Speeds, Velocities and Bounciness
- Replies: 6
- Views: 5427
Re: Object Speeds, Velocities and Bounciness
Hi, tweaking the mentioned properties and settings helped adjust the speeding and bouncing behaviors to great extent. But the object is not coming to a rest after moving and bouncing around the scene. In other words, after moving and bouncing around, it comes to a 'rest' position but keeps on jumpin...
- Tue Jan 20, 2015 6:32 pm
- Forum: Questions and Help
- Topic: Object Speeds, Velocities and Bounciness
- Replies: 6
- Views: 5427
Re: Object Speeds, Velocities and Bounciness
Thanks for taking time to read the problem and for the reply & suggestions. The exceptional support makes BEPUphysics special !! Let me try the suggestions and see.
- Mon Jan 19, 2015 5:46 am
- Forum: Questions and Help
- Topic: Object Speeds, Velocities and Bounciness
- Replies: 6
- Views: 5427
Object Speeds, Velocities and Bounciness
Hi, basically the question is how to create a lightweight object with required bounciness. I understand that there are properties like KineticFriction, StaticFriction and Bounciness for Material applied to an entity. I have played around these properties along with gravity, linear and angular veloci...
- Wed Jan 14, 2015 12:05 am
- Forum: Questions and Help
- Topic: Collision and updating position of Mobile Mesh
- Replies: 4
- Views: 4254
Re: Collision and updating position of Mobile Mesh
Thanks for taking time in replying, kudos to you! The problem in my case was drawing the MobileMesh model in a wrong location (due to wrong translation matrix) which resulted in a perception like collision was not working. This is because the bounding box (used by collision detection system) and the...
- Tue Jan 13, 2015 2:03 am
- Forum: Questions and Help
- Topic: Collision and updating position of Mobile Mesh
- Replies: 4
- Views: 4254
Re: Collision and updating position of Mobile Mesh
After digging more into the demos code, looks like the problem with collision detection is with center-of-gravity and drawing of the mobile mesh in correct position in the scene. To solve the scaling problem, I have adjusted the scale of the model in modeling program (Blender) to match rest of the o...
- Tue Jan 13, 2015 1:23 am
- Forum: Questions and Help
- Topic: Collision and updating position of Mobile Mesh
- Replies: 4
- Views: 4254
Collision and updating position of Mobile Mesh
Hi, I'm able to add a mobile mesh from an FBX model, but not able to scale it or move it and even the collision is not working with the mobile mesh. For testing, I added a prefab sphere with a simple sphere FBX model. I'm able to move the sphere by applying linear-velocity and even collision events ...