Search found 9 matches
- Fri Jul 07, 2017 9:04 am
- Forum: Questions and Help
- Topic: Please don't damp me!
- Replies: 2
- Views: 3681
Re: Please don't damp me!
thanks! That saved time
- Tue Jul 04, 2017 10:44 am
- Forum: Questions and Help
- Topic: Please don't damp me!
- Replies: 2
- Views: 3681
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...
- Tue Jul 04, 2017 10:39 am
- Forum: Questions and Help
- Topic: Problems creating convex hull (minimumDistance)
- Replies: 2
- Views: 3531
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...
- Tue Jun 27, 2017 11:28 pm
- Forum: Questions and Help
- Topic: BEPUPhysics with Monogame 3.2
- Replies: 6
- Views: 6774
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 ...
- Tue Jun 27, 2017 11:28 pm
- Forum: Questions and Help
- Topic: Problems creating convex hull (minimumDistance)
- Replies: 2
- Views: 3531
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...
- Tue Jun 27, 2017 5:54 pm
- Forum: Questions and Help
- Topic: Collision Rules and Ignoring Collisions
- Replies: 9
- Views: 9905
- Tue Jun 27, 2017 5:47 pm
- Forum: Questions and Help
- Topic: BEPUPhysics with Monogame 3.2
- Replies: 6
- Views: 6774
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?
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?
- Tue Jun 27, 2017 5:30 pm
- Forum: Questions and Help
- Topic: BEPUPhysics with Monogame 3.2
- Replies: 6
- Views: 6774
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...
- Fri Jun 23, 2017 9:51 am
- Forum: Questions and Help
- Topic: Collision Rules and Ignoring Collisions
- Replies: 9
- Views: 9905
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...