Search found 52 matches

by JusTiCe8
Thu Jun 18, 2015 5:36 pm
Forum: Suggestions
Topic: Per-Entity Gravity
Replies: 3
Views: 21232

Re: Per-Entity Gravity

As 1.4.0 include now this feature, how it is suppose to be use ? Is there any new demo of it ? Does this mean the gravity is applied to anything near the entity (quite like the forcefield in planet demo) or something else ? As entity's gravity is defined as a vector, first we need to create the vect...
by JusTiCe8
Tue Jun 16, 2015 6:33 am
Forum: Questions and Help
Topic: 2 parallel planes, apply same ang. vel. = intersect
Replies: 2
Views: 3764

Re: 2 parallel planes, apply same ang. vel. = intersect

Doh !! I know it was something obvious :) thanks for the reply and tips, CompoundShape looks a lot more easy as playing with offsets.
by JusTiCe8
Mon Jun 15, 2015 6:15 pm
Forum: Questions and Help
Topic: 2 parallel planes, apply same ang. vel. = intersect
Replies: 2
Views: 3764

2 parallel planes, apply same ang. vel. = intersect

Hi, willing to make kind of "ball in a maze" game, instead of using constraint (as explained in another thread) to force the ball to stay on the plane (with here plane = a wide and flat BEPU box), I cheat a little by adding a second plane on top of the first, a bit higher than the ball dia...
by JusTiCe8
Sat Jun 13, 2015 1:25 pm
Forum: Questions and Help
Topic: Better starting point/documentation
Replies: 7
Views: 6587

Re: Better starting point/documentation

Thanks for the reply. Regarding the code, I just forgot those two examples, thanks to remind me, they're are basic enough to get some interesting and helpful inputs. Anyway, stripping down the demo was quite a good start for me as I have to understand a thing or two. And as you say (despite I don't ...
by JusTiCe8
Wed Jun 10, 2015 8:59 am
Forum: Suggestions
Topic: air and engines
Replies: 1
Views: 17549

air and engines

Hi, do you have any interest in adding air in BEPU for various airships (from gliders to jet planes, including turboprop/piston engine powered planes as well as choppers, balloons and parachutes) ? If not, would you like to provide some inputs to the best way of adding such "component" ? I...
by JusTiCe8
Mon Jun 08, 2015 8:17 am
Forum: Questions and Help
Topic: Better starting point/documentation
Replies: 7
Views: 6587

Re: Better starting point/documentation

This is not because all other physics engine are complicated, undocumented, etc that you have to follow the same way you know. I see a bunch of physics engines/libraries, most of the free ones are now dead/discontinued, like Jitter or Farseer for example, and just a few has been actually used in a r...
by JusTiCe8
Wed Jun 03, 2015 12:34 pm
Forum: Questions and Help
Topic: Better starting point/documentation
Replies: 7
Views: 6587

Better starting point/documentation

Hi Norbo, I new to games development with C#/XNA and BEPU appears to be one of the best physics engine available but there is one point I think which could be seriously improved: documentation . I means, the so called " tutorial " is everything but a tutorial and it doesn't work as-is ! (w...