Cool well i will take all that on board and give it a try.
Ill let you know how it all goes.
Thanks.
Search found 136 matches
- Mon May 17, 2010 3:31 pm
- Forum: Questions and Help
- Topic: Moving objects with code, but with physics
- Replies: 2
- Views: 2542
- Mon May 17, 2010 3:05 pm
- Forum: Questions and Help
- Topic: Static triangle meshes question
- Replies: 2
- Views: 2395
Static triangle meshes question
In our editor we can play some static objects that use trangle meshs, would it be more efficent if at loadtime we then combined all the static triangle meshs into one larger one? I assume they are using a quadtree internally? Would it be much faster with them all being in one? If so do you have any ...
- Mon May 17, 2010 2:55 pm
- Forum: Questions and Help
- Topic: Moving objects with code, but with physics
- Replies: 2
- Views: 2542
Moving objects with code, but with physics
Hey norbo, we are adding some more features to our editor for the game we are making so that we can setup paths for objects to follow. So we can create a platform and tell it to follow a path with certain rotations and positions on the way (kinda keyframed) with a few modes of smoothing etc... We we...
- Mon May 17, 2010 2:48 pm
- Forum: Suggestions
- Topic: 12.1 Details?
- Replies: 6
- Views: 26976
12.1 Details?
Hey I was just wondering what 12.1 changed? Was it just the few things from the roadmap and the new samples? Also what kind of timeframe is .13 looking at? It looks like it is huge and so many things on there look so good. Here is what i am looking forward to encase you wanted to know :) ?-Direct so...
- Fri May 14, 2010 7:45 am
- Forum: Questions and Help
- Topic: How to dynamically scale an object
- Replies: 2
- Views: 2449
Re: How to dynamically scale an object
Ok, thankyou for the reply. We are rebuilding objects when scaled, which seems to work quite fine.
- Fri May 14, 2010 4:27 am
- Forum: Questions and Help
- Topic: Non-static Triangle mesh?
- Replies: 1
- Views: 2119
Non-static Triangle mesh?
Hey, Is there is any equivelent for the static triangle mesh, but not static? We know that we can make compound bodies, from various shapes, but we were hoping to be able to load a model in and get a dynamic physics entity from it. We would use a lodded low res model for many of our more detailed ob...
- Fri May 14, 2010 3:32 am
- Forum: Questions and Help
- Topic: How to dynamically scale an object
- Replies: 2
- Views: 2449
How to dynamically scale an object
Hey,
How do you change the scale of an object? We could rebuild the whole thing, but just stretching out a pre-existing sphere would be easier.
How do you change the scale of an object? We could rebuild the whole thing, but just stretching out a pre-existing sphere would be easier.
- Fri May 07, 2010 3:52 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 641281
Re: Version Roadmap
Sounds great norbo. Anything that speeds up the 360 version is awesome :) Anyway we are having a good time with bepu so far we have gotten the jump and explosion working thanks to your help on Mulet The Great's posts (my teammate) and are also getting our graphics and networking to work quite well t...
Re: v0.11.0!
Good great news
Looks great.
Looks great.
- Sat Feb 27, 2010 1:55 am
- Forum: General
- Topic: All I want for Christmas
- Replies: 11
- Views: 9910
Re: All I want for Christmas
Sounds great norbo.
Will you be posting a nice change list when 0.11 goes up?
Nice to hear the the vehicle revision isn't too far away, your doing a great job
Will you be posting a nice change list when 0.11 goes up?
Nice to hear the the vehicle revision isn't too far away, your doing a great job
- Sun Jan 31, 2010 8:02 am
- Forum: Questions and Help
- Topic: Vehicle problems + much more
- Replies: 3
- Views: 3181
Re: Vehicle problems + much more
If you haven't already seen it, you may want to check out the example vehicle and information in this thread: viewtopic.php?f=4&t=547. The trick is ramping up the sliding friction while stabilizing the rolling at the same time by keeping the body (and center of mass) well supported by the wheel...
- Sun Jan 31, 2010 4:38 am
- Forum: Questions and Help
- Topic: Vehicle problems + much more
- Replies: 3
- Views: 3181
Vehicle problems + much more
Hey Norbo we are going well with our racing game but we are having just a few issues with the vehicle. Mainly these things. It is near impossible to get the car to not roll or slide (even with all the tricks like lowering Center of mass) it seems to always want to slide or roll. Is there anyway to n...
- Mon Jan 18, 2010 12:25 pm
- Forum: Questions and Help
- Topic: Debug Render?
- Replies: 3
- Views: 3328
Re: Debug Render?
I thought i would just post a image of what it currently looks like and was hopeing to improve on. And the code that i use to do it. http://imgur.com/awjc5.jpg And here is the code. for (int i = 0; i < space.updateables.Count; i++) { if (space.updateables[i] is StaticTriangleGroup) { TriangleMeshVer...
- Mon Jan 18, 2010 11:21 am
- Forum: Questions and Help
- Topic: Debug Render?
- Replies: 3
- Views: 3328
Debug Render?
Hey i was just wondering if there was any kind of debug render in bepu.
I have written my own at the moment but its buggy and doesnt work on all bepu objects.
Is there any built in that i have missed?
I have written my own at the moment but its buggy and doesnt work on all bepu objects.
Is there any built in that i have missed?
- Sun Jan 17, 2010 11:21 pm
- Forum: Questions and Help
- Topic: Please help me with my car..
- Replies: 3
- Views: 3081
Re: Please help me with my car..
Thank you very much The weird flipping was because i had the wheels far away from the body (I thought a wider wheelbase would make it more stable) And i also had to up the spring constant. if you could send me a copy of the new licence/legal agreement when you have it ready i would like to look it o...