Thanks for suggestion.
I'd appreciate if you could explain in similar fashion chain of constraints you used in this car suspension demo.
Search found 49 matches
- Sat Sep 14, 2013 8:55 am
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
- Fri Sep 13, 2013 10:28 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
Re: CarSuspensionDemo and tank movement
Great, and I started to worry already because my spring voodoo didn't do the magic and tanky were sliding no matter what :) I'm working on gun and turret right now and I'd like to know what type of constraints would do the job in a such a scenario: tank.jpg I thought about BallsocketJoint with some ...
- Wed Sep 11, 2013 9:41 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
Re: CarSuspensionDemo and tank movement
Yeah,I think I finaly got it :) When I position my tank on the slope and no buttons are pressed no impulses are applied to the tank but still it slowly goes down the slope, in a slightly jerky fashion. It looks like some of the wheels are unable to withstand gravity force and loosing traction or whe...
- Wed Sep 11, 2013 8:38 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
Re: CarSuspensionDemo and tank movement
OK, now it works fine. I'm trying to understand various settings here and we have this initialization code: var body = new Box(new Vector3(0, 0, 0), 4, .5f, 5); body.CollisionInformation.LocalPosition = new Vector3(0, .8f, 0); so, as I understand this, it creates box at 0,0,0 with height of .5f. Nex...
- Wed Sep 11, 2013 7:44 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
Re: CarSuspensionDemo and tank movement
Great. In the tankdemo suspension and wheels entities creation is based off tankbody position. How to move / teleport tank in desired position without messing it up? Setting tank's body position to arbitrary value displaces wheels and basicaly screws up whole setup (tank body is to high or wheels lo...
- Tue Sep 10, 2013 6:29 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
Re: CarSuspensionDemo and tank movement
This one is great, that's exactly what I was thinking of. I like the idea building this using constraints - it looks more lightweight then vehicle class, for this particular purpose. Thanks! Another question: what's the difference using DistanceLimit and LinearAxisLimit with approriate settings for ...
- Mon Sep 09, 2013 2:11 pm
- Forum: Questions and Help
- Topic: CarSuspensionDemo and tank movement
- Replies: 32
- Views: 19144
CarSuspensionDemo and tank movement
Hi Norbo, I'm experimenting a little with CarSuspensionDemo trying to make it turn like a tank - stop rotating left wheels and keep rotation on the right side to turn left etc. I modified demo so when I want to turn left, I set "Settings.VelocityMotor.GoalVelocity" to the left drivingmotor...
- Mon Sep 02, 2013 12:59 pm
- Forum: Questions and Help
- Topic: XNA fork - SOLVED
- Replies: 0
- Views: 32216
XNA fork - SOLVED
Hi, Norbo, does XNA fork gets any updates on physics-related code, or it left alone after fork and all updates go to dependency-free fork?
EDIT: OK, I red post on your website and it's clear now.
Thanks,
S.
EDIT: OK, I red post on your website and it's clear now.
Thanks,
S.
- Mon Apr 01, 2013 9:49 pm
- Forum: Questions and Help
- Topic: CompoundShapeEntry absolute position
- Replies: 4
- Views: 4280
Re: CompoundShapeEntry absolute position
Hmm.... I'll look into this, you're may be right here.
Thanks for late-night help!
P.S. I don't know what're doing for living but amount of time you put in helping poor souls like me here, considering all the details and depth of your explanations here is astonishing. All the best to you.
Thanks for late-night help!
P.S. I don't know what're doing for living but amount of time you put in helping poor souls like me here, considering all the details and depth of your explanations here is astonishing. All the best to you.
- Mon Apr 01, 2013 9:16 pm
- Forum: Questions and Help
- Topic: CompoundShapeEntry absolute position
- Replies: 4
- Views: 4280
Re: CompoundShapeEntry absolute position
It doesn't work Norbo. Please look at attached screenshot - shape A supposed to be located (lower hemisphere of the capsule) at black line but it's sitting some units higher. Probably at compound shape computed physical center, but it's not what I'm looking for. BTW, compound shape is built of shape...
- Mon Apr 01, 2013 7:14 pm
- Forum: Questions and Help
- Topic: CompoundShapeEntry absolute position
- Replies: 4
- Views: 4280
CompoundShapeEntry absolute position
Hi, I'm having this problem with CompoundShapeEntry positioning. Results I'm getting are that some shapes positions within compound are not as expected - they're shifted several game units up in particular example. That's at least how it looks like when drawn using BepuModelDrawer. I'm not talking a...
- Sun Jan 06, 2013 10:07 pm
- Forum: Questions and Help
- Topic: Dogbot question - ears
- Replies: 2
- Views: 2295
Re: Dogbot question - ears
Thanks for your reply Norbo.
AngularMotor (I attached it just like in ActionFigureDemo) worked fine. Setting AngularDamping on entity worked too but didn't give expected result.
AngularMotor (I attached it just like in ActionFigureDemo) worked fine. Setting AngularDamping on entity worked too but didn't give expected result.
- Sun Jan 06, 2013 8:25 pm
- Forum: Questions and Help
- Topic: Dogbot question - ears
- Replies: 2
- Views: 2295
Dogbot question - ears
Hi, I'm playing around with dogbot demo and can't find a proper way to change "ears" behavior - I want them feel like they weight more, less bouncy. I tried increasing their weight but it didn't help - with weight around 30-50 they simply overload dogbot, pushing it down, over the head. I ...
- Tue Oct 09, 2012 9:33 pm
- Forum: Questions and Help
- Topic: External ballistic sim
- Replies: 5
- Views: 4333
Re: External ballistic sim
Thanks Norbo. About ballistics, let's say I want to simulate effects like bullet drop and derivation. As for drop it's probably easiest to do with bullet being dynamic entity - it simply will be affected by gravity. What about derivation - setting appropriate angular velocity will do the magic? In c...
- Tue Oct 09, 2012 8:29 pm
- Forum: Questions and Help
- Topic: External ballistic sim
- Replies: 5
- Views: 4333
Re: External ballistic sim
Great. Is there any piece of demo code I could look at to see how to best implement variable step? Basicaly what I want to do is to have GPU drawing at full speed, but physics run in fixed step, so that drawing code "synchronizes" with physics fixed number of times, thru a BufferedState I ...