Search found 87 matches

by Zukarakox
Tue Jun 17, 2008 10:41 pm
Forum: Questions and Help
Topic: Deformation
Replies: 2
Views: 3571

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 I'm assuming they are shallow copies, so if you store whatever you originally made it from, then edit it, (then reinitalize) it would do the tri...
by Zukarakox
Tue Jun 17, 2008 10:34 pm
Forum: Questions and Help
Topic: What's in the next version?
Replies: 4
Views: 4479

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.
by Zukarakox
Fri Jun 13, 2008 8:30 pm
Forum: Questions and Help
Topic: Animated mesh collision
Replies: 2
Views: 3517

Re: Animated mesh collision

GOODLUCK SIR!
by Zukarakox
Sun Jun 08, 2008 4:18 am
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

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?
by Zukarakox
Fri Jun 06, 2008 1:18 am
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

Re: Project DAWG

a.k.a. - 'Let Zuk has fun levels' >.>
by Zukarakox
Wed Jun 04, 2008 5:36 pm
Forum: Questions and Help
Topic: Collisions
Replies: 2
Views: 3527

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...
by Zukarakox
Tue Jun 03, 2008 10:11 pm
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

Re: Project DAWG

:(
by Zukarakox
Tue Jun 03, 2008 6:49 pm
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

Re: Project DAWG

by Zukarakox
Sun Jun 01, 2008 4:35 pm
Forum: Suggestions
Topic: Water
Replies: 3
Views: 5478

Re: Water

How about a similar setup to force fields, allow water to be created using phys shapes n such?
by Zukarakox
Mon May 12, 2008 8:16 pm
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

Re: Project DAWG

uhhh.... in a couple weeks. I'm busy.
by Zukarakox
Fri May 09, 2008 11:00 pm
Forum: Questions and Help
Topic: What kind of liquid stuff are you planning?
Replies: 7
Views: 6264

Re: What kind of liquid stuff are you planning?

Suprisingly, physics engines have very little to do with the sciency type of physics :P
by Zukarakox
Fri May 09, 2008 10:20 pm
Forum: Questions and Help
Topic: What kind of liquid stuff are you planning?
Replies: 7
Views: 6264

Re: What kind of liquid stuff are you planning?

IE: Attending college and taking his final exams for him for a semester.
by Zukarakox
Fri May 09, 2008 12:20 am
Forum: Questions and Help
Topic: I can't believe I'm asking this...
Replies: 4
Views: 4693

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...
by Zukarakox
Fri May 02, 2008 8:45 pm
Forum: General
Topic: Project DAWG
Replies: 26
Views: 64762

Re: Project DAWG

New version!
by Zukarakox
Mon Apr 28, 2008 10:27 pm
Forum: Questions and Help
Topic: Mesh
Replies: 6
Views: 5932

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...