Search found 4 matches

by aeroflyluby
Tue Feb 24, 2015 10:01 pm
Forum: Questions and Help
Topic: Bepu physics wih OpenTK is parinfully show
Replies: 1
Views: 2448

Bepu physics wih OpenTK is parinfully show

Without any dynamic meshes it behaves ok and keeps on 60fps but when I add just as little as 10 cubes to rool on - the fps drops dramatically like to 6-8 fps. It seems to stop lagging when objects stop touching themselves, but lags anyway but less. How it come? I tries various thnings like: - Update...
by aeroflyluby
Mon Feb 23, 2015 8:30 am
Forum: Questions and Help
Topic: Ignore particular objects when doing RayCast
Replies: 1
Views: 2604

Ignore particular objects when doing RayCast

Hello,

how can I force the raycast alghoritm to ignore particular objects in world?
My scenario is: I have a ball which position is bound to camera position. Therefore, if I raycast exactly from camera position - it will hit the ball within the camera is.
by aeroflyluby
Thu Jan 29, 2015 10:22 pm
Forum: Questions and Help
Topic: Using BEPU with OpenTK
Replies: 3
Views: 3551

Re: Using BEPU with OpenTK

There's no automatic way to do it, unfortunately. I used to maintain some forks for different math libraries, but it becomes an enormous hassle when there isn't a perfect mapping. One of the easier approaches to ease the transition is to use implicit conversions, like the OpenTK fork does. You coul...
by aeroflyluby
Thu Jan 29, 2015 7:09 pm
Forum: Questions and Help
Topic: Using BEPU with OpenTK
Replies: 3
Views: 3551

Using BEPU with OpenTK

Hello everybody. I used BulletSharp which has really nice feature - it can be compiled with OpenTK math classes instead of using its own. It allows for really good integration because it makes unnecessary casting and explict converstions just disappear. However, I haven't found similar option in BEP...