Search found 9 matches

by Nablablan
Fri Jul 07, 2017 9:04 am
Forum: Questions and Help
Topic: Please don't damp me!
Replies: 2
Views: 3448

Re: Please don't damp me!

thanks! That saved time :)
by Nablablan
Tue Jul 04, 2017 10:44 am
Forum: Questions and Help
Topic: Please don't damp me!
Replies: 2
Views: 3448

Please don't damp me!

Hi, For my things in my space game, I dont want them to be dampened at all ( unless the user chooses to) So if some space junk rotates, even the slightest, I want that to go on for ever. There is no energy/jitter problem bc there is no gravity. So I have set Lin/AngDamping to 0.0f, but it still stop...
by Nablablan
Tue Jul 04, 2017 10:39 am
Forum: Questions and Help
Topic: Problems creating convex hull (minimumDistance)
Replies: 2
Views: 3315

Re: Problems creating convex hull (minimumDistance)

okay, well then I have to make all computations deterministic,more or less, or I add the baked set of points and descriptions into the release oh, i see you added this constructor public ConvexHullShape(IList<Vector3> localSurfaceVertices, ConvexShapeDescription description) (https://github.com/bepu...
by Nablablan
Tue Jun 27, 2017 11:28 pm
Forum: Questions and Help
Topic: BEPUPhysics with Monogame 3.2
Replies: 6
Views: 6472

Re: BEPUPhysics with Monogame 3.2

yes you are right of course. but i am using the physicsDrawer very often because its the only thing that gives me the positions without doubt. heck i had all my items misplaced for the longest time because of an offset that wasnt quite right. the colored wireframes that take seconds to create, slow ...
by Nablablan
Tue Jun 27, 2017 11:28 pm
Forum: Questions and Help
Topic: Problems creating convex hull (minimumDistance)
Replies: 2
Views: 3315

Problems creating convex hull (minimumDistance)

actually, an old problem (already hat it with oder bepu version) but i wonder why it came back (with 1.5): when creating convex hulls. i had that before that in new ConvexHullShape().ComputeDescription.ComputeMinimumRadius it complains about negative distances. Is it possibly a bug? Bc in ComputeDes...
by Nablablan
Tue Jun 27, 2017 5:54 pm
Forum: Questions and Help
Topic: Collision Rules and Ignoring Collisions
Replies: 9
Views: 9586

Re: Collision Rules and Ignoring Collisions

Norbo wrote: Sun Jun 25, 2017 7:11 pm the default collision rule calculator
what is the default collision rule calculator ?
Do I have to do something to enable it (or the collision rules)?
by Nablablan
Tue Jun 27, 2017 5:47 pm
Forum: Questions and Help
Topic: BEPUPhysics with Monogame 3.2
Replies: 6
Views: 6472

Re: BEPUPhysics with Monogame 3.2

I am so confused, has there been implicit conversions in oder BEPU versions? It did work, I am shure.
But the whole internet tells me, that it is not possible to do that.

Edit: okay, the answer is yes, there is a region called XNA Extension hahaha.
Why is it not incuded now?
by Nablablan
Tue Jun 27, 2017 5:30 pm
Forum: Questions and Help
Topic: BEPUPhysics with Monogame 3.2
Replies: 6
Views: 6472

Re: BEPUPhysics with Monogame 3.2

Hi, I am porting now (finnally!!!) to monogame and thus also to the actual BEPU engine, which I didn't do because of monogame. So now the implicit conversions do not work. Before, I just did things like BEPUutilities.Vector3 asdf = new Microsoft.XNA.Framework.Vector3(1,2,3); and it added an implicit...
by Nablablan
Fri Jun 23, 2017 9:51 am
Forum: Questions and Help
Topic: Collision Rules and Ignoring Collisions
Replies: 9
Views: 9586

Re: Collision Rules and Ignoring Collisions

Hi, i am using it CollisionRules.AddRule(SelectedItem.Entity, StickingInto.Entity,CollisionRule.NoBroadPhase); However, the two guys still collide. is there something that can go wrong? One is a compound shape of primitive boxes the other a convex hull shape i am using an older version as of yet (bc...