Search found 87 matches
- Tue Jun 17, 2008 10:41 pm
- Forum: Questions and Help
- Topic: Deformation
- Replies: 2
- Views: 3596
Re: Deformation
Editting the triangles then calling reinitialize() on the statictrianglegroup would do it -- I don't particualrily know the best way to edit the triangles. I'm assuming they are shallow copies, so if you store whatever you originally made it from, then edit it, (then reinitalize) it would do the tri...
- Tue Jun 17, 2008 10:34 pm
- Forum: Questions and Help
- Topic: What's in the next version?
- Replies: 4
- Views: 4503
Re: What's in the next version?
From what I hear, a completely new collision algorithms or whatever they are called -- should be extremely faster and way less jumpy + a bunch of other crap -- should be done within the month.
- Fri Jun 13, 2008 8:30 pm
- Forum: Questions and Help
- Topic: Animated mesh collision
- Replies: 2
- Views: 3534
Re: Animated mesh collision
GOODLUCK SIR!
- Sun Jun 08, 2008 4:18 am
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
Re: Project DAWG
mk doods - I need some ideas for the power gauge for the final version - should the putter go farther and closer to the ball (rotation wise) to indicate power, or should I have a power bar like most golf games? Or something completely else?
- Fri Jun 06, 2008 1:18 am
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
Re: Project DAWG
a.k.a. - 'Let Zuk has fun levels' >.>
- Wed Jun 04, 2008 5:36 pm
- Forum: Questions and Help
- Topic: Collisions
- Replies: 2
- Views: 3547
Re: Collisions
I made a method that does it until Norbo makes his own and puts it into the physics engine. http://www.bepu-games.com/forums/viewtopic.php?f=9&t=309 tell me if you have any problems, I made that for v0.4.0 so it might need a bit of updating. Bullets move too fast to see really, so you might just...
- Tue Jun 03, 2008 10:11 pm
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
- Tue Jun 03, 2008 6:49 pm
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
- Sun Jun 01, 2008 4:35 pm
- Forum: Suggestions
- Topic: Water
- Replies: 3
- Views: 5511
Re: Water
How about a similar setup to force fields, allow water to be created using phys shapes n such?
- Mon May 12, 2008 8:16 pm
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
Re: Project DAWG
uhhh.... in a couple weeks. I'm busy.
- Fri May 09, 2008 11:00 pm
- Forum: Questions and Help
- Topic: What kind of liquid stuff are you planning?
- Replies: 7
- Views: 6293
Re: What kind of liquid stuff are you planning?
Suprisingly, physics engines have very little to do with the sciency type of physics
- Fri May 09, 2008 10:20 pm
- Forum: Questions and Help
- Topic: What kind of liquid stuff are you planning?
- Replies: 7
- Views: 6293
Re: What kind of liquid stuff are you planning?
IE: Attending college and taking his final exams for him for a semester.
- Fri May 09, 2008 12:20 am
- Forum: Questions and Help
- Topic: I can't believe I'm asking this...
- Replies: 4
- Views: 4719
Re: I can't believe I'm asking this...
Which position are you checking? You have to tell the model to follow the box, it is one of the constructors for DisplayModel, so if you didn't do that and you're checking the model's position, it won't move :P Make sure you didnt set the gravity before initializing space. Other than that, I got not...
- Fri May 02, 2008 8:45 pm
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 65657
Re: Project DAWG
New version!
- Mon Apr 28, 2008 10:27 pm
- Forum: Questions and Help
- Topic: Mesh
- Replies: 6
- Views: 5963
Re: Mesh
Yes, you can do that. Creating a compound body class is like this. CompundBody cBody = new CompoundBody() Entity EntToAdd; EntToAdd = new Box(new Vector3(0, 2, 0), 12, 4, 1, 30f); cBody.AddBody(EntToAdd); EntToAdd = new Box(new Vector3(0, 0.5f, 2f), 12, 1, 5, 30f); cBody.AddBody(EntToAdd); Game1.spa...