Search found 2 matches
- Fri Mar 20, 2009 12:11 pm
- Forum: Questions and Help
- Topic: bepu physics and a space simulation
- Replies: 3
- Views: 7147
Re: bepu physics and a space simulation
I do have realistic scale planets and stars (although collision with stars is irrelevant since i'll have code that will just destroy a ship if you get to close). I overcome rendering issues related to floating point precision errors by using a floating origin. That is, everything is rendered relativ...
- Fri Mar 20, 2009 9:38 am
- Forum: Questions and Help
- Topic: bepu physics and a space simulation
- Replies: 3
- Views: 7147
bepu physics and a space simulation
Hello, I'm working on a c# + directX game using the Truevision 3d engine for rendering. In short, I'm not using XNA. I just came across this website during my googling for continuous collision detection because I need such collision for a space sim that will have very fast moving objects as well as ...