Search found 4546 matches
- Sat Jun 13, 2009 5:49 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
Very nice! I hope to have v0.10.0 out in the not too distant future as well; its internal multithreading should help out quite a bit.
- Fri Jun 12, 2009 11:59 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
Okay, I've put some new versions up onto the download page that should be correct. Let me know if anything else goes wrong.
- Fri Jun 12, 2009 9:45 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
It seems as though I incorrectly assumed the upgrade wizard would update the references of the Xbox360 project; I'll get some updated assemblies up momentarily.
- Fri Jun 12, 2009 8:22 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
The v0.9.0 demo source code is available on the download page. Though it is technically still made for XNA 3.0, you can replace the BEPUphysics.dll in the project, open it, and right click on the project in the solution explorer. You can then use the quick "Upgrade project" option to bring...
- Fri Jun 12, 2009 6:19 pm
- Forum: Questions and Help
- Topic: XNA 3.1
- Replies: 26
- Views: 18077
Re: XNA 3.1
The 3.1 .dll's are now up on the download page. Let me know if you have any problems.
- Thu Jun 11, 2009 11:20 pm
- Forum: Questions and Help
- Topic: CharacterController stuck problem
- Replies: 19
- Views: 14695
Re: CharacterController stuck problem
The moveTo method in this new system would just be body.moveTo(location). Instead of isAirborne, you could use !isSupported. The movementDirection field works in the same way as in the previous character controller, so there's two main possibilities to consider. The first is that the character contr...
- Thu Jun 11, 2009 9:03 pm
- Forum: Questions and Help
- Topic: CharacterController stuck problem
- Replies: 19
- Views: 14695
Re: CharacterController stuck problem
I've finished the new 'semi-barebones' character controller. It should be a little easier to understand and handles some things better conceptually. Basically, it is capsule on a stick. A raycast attempts to identify supports for the character to sit on. If one is found, it is propped up. If the sup...
- Thu Jun 11, 2009 8:46 pm
- Forum: Questions and Help
- Topic: NPC character entity
- Replies: 4
- Views: 4185
Re: NPC character entity
Here's a fairly robust and relatively simple (compared to the current) character controller. It uses a single raycast to float above the ground and the movementDirection determines which way it accelerates. The accompanying SimpleCharacterControllerInput.cs is just an input gathering class used in t...
- Sat Jun 06, 2009 10:28 pm
- Forum: Questions and Help
- Topic: NPC character entity
- Replies: 4
- Views: 4185
Re: NPC character entity
It depends on the character controller and the platform. On the PC, 30 of the demo character controller shouldn't be a problem. The xbox360 should be OK with it too depending on the rest of the simulation. You could make a simpler controller as well if performance becomes a problem (something like a...
- Sat Jun 06, 2009 1:01 pm
- Forum: General
- Topic: In Development: v0.10.0 video
- Replies: 1
- Views: 5217
In Development: v0.10.0 video
Here's a youtube video showing the upcoming version's internal multithreading in a variety of simulations.
http://www.youtube.com/watch?v=uTZ-6MVO ... annel_page
http://www.youtube.com/watch?v=uTZ-6MVO ... annel_page
- Sat Jun 06, 2009 12:59 pm
- Forum: Questions and Help
- Topic: NPC character entity
- Replies: 4
- Views: 4185
Re: NPC character entity
You could indeed use a simple shape and change the velocities according to input (I'd probably use a Capsule with a zeroed out inverse inertia tensor so it can't rotate at all). If you want more finesse, you'd need some sort of character controller. An example of this can be found in the demos proje...
- Sat Jun 06, 2009 1:08 am
- Forum: Questions and Help
- Topic: CharacterController stuck problem
- Replies: 19
- Views: 14695
Re: CharacterController stuck problem
This will require some detailed looking into. The character controller has some known 'instabilities,' mostly revolving around the way it finds supports and verifies them. The isNewPositionValid method basically checks the area where the shape would be moving to if it were to 'step up' and use the n...
- Tue Jun 02, 2009 10:10 am
- Forum: Questions and Help
- Topic: Couple of questions
- Replies: 1
- Views: 2881
Re: Couple of questions
Firstly, how does the mass on the physics entity constructor work? It comes into play during physical interactions. Kinematic objects (including nonmoving static triangles) have infinite mass, so the collider's mass doesn't change anything. Between two dynamic objects, the mass and inertia tensor a...
- Mon May 25, 2009 7:50 pm
- Forum: Questions and Help
- Topic: Physical Object
- Replies: 1
- Views: 2813
Re: Physical Object
I don't think I understand the issue well enough to reproduce it; could you post the code you use to set up the problematic bodies?
- Sat May 23, 2009 8:52 pm
- Forum: Questions and Help
- Topic: Vehicle rolls too much, could you help me ?
- Replies: 5
- Views: 5800
Re: Vehicle rolls too much, could you help me ?
To answer some of the first questions: -The wheel shapes are only used for swept collision detection; properties like mass/bounciness are not taken into account. -The maximum suspension force has no hard upper limit, but the damping should stay below 1. A value of 1 for damping will attempt to stop ...