Hi.
I would appreciate some ideas on how to construct a catapult.
I want it to fire a rock, but based on how long the user has pressed the fire key.
Any Ideas?
Search found 16 matches
- Fri Sep 18, 2009 9:15 am
- Forum: Questions and Help
- Topic: Catapult
- Replies: 1
- Views: 2768
- Sat Sep 12, 2009 8:35 pm
- Forum: Questions and Help
- Topic: Bouncing spheres
- Replies: 2
- Views: 3149
Re: Bouncing spheres
Ok thanks. I will try it.
- Sat Sep 12, 2009 8:34 pm
- Forum: Questions and Help
- Topic: Spinning object.
- Replies: 2
- Views: 3117
Re: Spinning object.
Thanks. I appreciate the help.
- Sat Sep 12, 2009 7:33 am
- Forum: Questions and Help
- Topic: Bouncing spheres
- Replies: 2
- Views: 3149
Bouncing spheres
I have two spheres quite close to each other, and when the collide they really seem to bounce off each other with a lot of force. I don't want them to bounce off each other quite that fast. I tried setting the bounciness on both of them, and played with the static and dynamic friction, but I can't s...
- Sat Sep 12, 2009 7:28 am
- Forum: Questions and Help
- Topic: Spinning object.
- Replies: 2
- Views: 3117
Spinning object.
Hi. I have a spinning object that I don't want to spin at all. How can i keep it from spinning? When I try and add a rotaionalAxisConstraint it gives me an error. RotationalAxisConstraint r1 = new RotationalAxisConstraint(anchor, Vector3.UnitX, true); space.add(r1); {"Object synchronization met...
- Thu Sep 10, 2009 9:02 am
- Forum: Questions and Help
- Topic: Aiming a rocket
- Replies: 6
- Views: 4136
Aiming a rocket
How do I am a rocket at something?
I have a force that I am applying to the end of the rocket, but how do I aim it at a particular entity?
Impulses?
I have a force that I am applying to the end of the rocket, but how do I aim it at a particular entity?
Impulses?
- Thu Sep 10, 2009 8:16 am
- Forum: Questions and Help
- Topic: More Compound body woes.
- Replies: 2
- Views: 3091
Re: More Compound body woes.
Never mind, it was my code.
- Wed Sep 09, 2009 9:54 pm
- Forum: Questions and Help
- Topic: May the force be with you.
- Replies: 2
- Views: 3152
Re: May the force be with you.
Thanks for all the help so far Norbo. You are really making my game possible.
- Wed Sep 09, 2009 10:21 am
- Forum: Questions and Help
- Topic: May the force be with you.
- Replies: 2
- Views: 3152
May the force be with you.
I need to know how hard two bodies collided. How hard the impact is.
I have a EventHandlerInitialCollisionDetected method for when the entities collide, but I have no idea how to calculate the force of the impact.
Can you help?
I have a EventHandlerInitialCollisionDetected method for when the entities collide, but I have no idea how to calculate the force of the impact.
Can you help?
- Wed Sep 09, 2009 7:34 am
- Forum: Questions and Help
- Topic: More Compound body woes.
- Replies: 2
- Views: 3091
More Compound body woes.
I seem to have more trouble with the compound body. I get a nullreferenceexception in the following method when calling removebody on my compound bodies. {Void replace(BEPUphysics.Entities.Entity, BEPUphysics.SimulationIsland)} It always seems very erratic and depend on which entities are added when...
- Tue Sep 08, 2009 3:22 pm
- Forum: Questions and Help
- Topic: Compound body rendering
- Replies: 1
- Views: 2571
Compound body rendering
I have a compoundbody, and at runtime i remove an entity from it using removebody. It works, but the renderer still draws the old compound body and not the new objects. Is there some method I can call to update the renderer?
- Sun Sep 06, 2009 10:18 am
- Forum: Questions and Help
- Topic: Ball and platform
- Replies: 1
- Views: 2646
Ball and platform
Hi there. I want to do the following: |-----------| OO OOOOO OOO I want a to have a rolling sphere as a wheel, with a platform that is attached to that wheel. The ball must be able to roll in any direction, but the platform must stay in the same place on top of the wheel. I have forces that work on ...
- Fri Jun 19, 2009 8:11 am
- Forum: Questions and Help
- Topic: Preventtion of Physics Reaction
- Replies: 1
- Views: 3022
Preventtion of Physics Reaction
Hi. Is it possible to prevent a physics reaction?
Say you have a character that has a percentage chance of dodging a missile. If the missile hits the player and he is suppose to dodge it, how can you then make it go through him, instead of pushing him back?
Say you have a character that has a percentage chance of dodging a missile. If the missile hits the player and he is suppose to dodge it, how can you then make it go through him, instead of pushing him back?
- Fri Jun 19, 2009 8:08 am
- Forum: Questions and Help
- Topic: AI and physics Objects
- Replies: 1
- Views: 2985
AI and physics Objects
Hi there.
I would like to move my little AI characters around, but they should still react to physics e.g if they get hit by a rock they should be thrown back, but then still try and move to the position they were heading. I won't have more than 30 on the screen at any one time.
How can I do this?
I would like to move my little AI characters around, but they should still react to physics e.g if they get hit by a rock they should be thrown back, but then still try and move to the position they were heading. I won't have more than 30 on the screen at any one time.
How can I do this?
- Sat Apr 25, 2009 8:10 pm
- Forum: Questions and Help
- Topic: Specific gravity.
- Replies: 2
- Views: 4653
Re: Specific gravity.
Thanks. Just found it myself. Feel a little silly.