Search found 249 matches

by Spankenstein
Mon Mar 14, 2011 11:11 am
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 165918

Re: v0.15.0 Released!

You should have received something from a certain 'Mr. Perkins', all being well.

Thanks for all the hard work Norbo.
by Spankenstein
Sun Mar 13, 2011 12:23 pm
Forum: General
Topic: v0.15.0 Released!
Replies: 62
Views: 165918

Re: v0.15.0 RC1

It's about time you started accepting donations ;) Good work!
by Spankenstein
Sun Mar 06, 2011 10:55 pm
Forum: Questions and Help
Topic: Obtaining collision information in the latest BETA.
Replies: 6
Views: 3826

Re: Obtaining collision information in the latest BETA.

Thank you Norbo. This is much appreciated. :)
by Spankenstein
Sun Mar 06, 2011 12:21 pm
Forum: Questions and Help
Topic: Obtaining collision information in the latest BETA.
Replies: 6
Views: 3826

Re: Obtaining collision information in the latest BETA.

I had a chance to play with the CharacterController and the character constantly rises when Jump is called. Changing the mass of the character has no effect either: public class CharacterControllerInput { private Camera camera; // Current camera being controlled //private CharacterController charact...
by Spankenstein
Thu Mar 03, 2011 9:44 pm
Forum: Questions and Help
Topic: Obtaining collision information in the latest BETA.
Replies: 6
Views: 3826

Re: Obtaining collision information in the latest BETA.

Correct me if I'm wrong but I'm now getting the contacts as follows: CollisionInformationPairHandler p = pair as CollisionInformationPairHandler; List<Contact> contacts = new List<Contact>(); p.GetContacts(contacts); Why do I have to create a contact list for the contacts? I know I could pool the li...
by Spankenstein
Thu Mar 03, 2011 11:07 am
Forum: Questions and Help
Topic: Obtaining collision information in the latest BETA.
Replies: 6
Views: 3826

Obtaining collision information in the latest BETA.

I'm probably being a bit slow but I've created my method for handling the initial collision detection and come unstuck. private void Events_InitialCollisionDetected(EntityCollisionInformation info, CollisionEntry entry, INarrowPhasePair pair) { } How can I obtain the contact details (normal, point o...
by Spankenstein
Thu Mar 03, 2011 12:07 am
Forum: Questions and Help
Topic: Box entity sometimes passes through triangle entity.
Replies: 3
Views: 2834

Re: Box entity sometimes passes through triangle entity.

Box Size: 0.25f Triangle Size: Ranges from: (1f x 1f) to (25f x 25f) Velocity of the Box is set using: voxel.ApplyImpulse(activeCamera.Forward * 15f); Camera Forward is of unit length (normalized) and the velocity never changes. Changing ONLY the time step duration helps: space.ActivityManager.TimeS...
by Spankenstein
Wed Mar 02, 2011 10:26 pm
Forum: Questions and Help
Topic: Box entity sometimes passes through triangle entity.
Replies: 3
Views: 2834

Box entity sometimes passes through triangle entity.

If I fire a box entity at a triangle entity then the box will sometimes not collide with the triangle entity and pass straight through it. My box is setup as follows: box = new Box(position, size, size, size, 1); box.PositionUpdateMode = PositionUpdateMode.Continuous; The triangle is setup as follow...
by Spankenstein
Wed Mar 02, 2011 10:12 pm
Forum: Questions and Help
Topic: An item with the same key has already been added. (Pools)
Replies: 3
Views: 2516

Re: An item with the same key has already been added. (Pool

The latest BETA (23) has fixed the problem :)
by Spankenstein
Tue Mar 01, 2011 12:16 am
Forum: Questions and Help
Topic: An item with the same key has already been added. (Pools)
Replies: 3
Views: 2516

An item with the same key has already been added. (Pools)

I create a number of boxes and place them in a pool during my load method: box = new Box(position, size, size, size, 1); Now I take a box from the pool: public void Spawn(Matrix worldTransform) { isValid = true; colourTimer.Reset(); colourTimer.Start(); box.WorldTransform *= worldTransform; // Force...
by Spankenstein
Sat Feb 26, 2011 12:44 am
Forum: Questions and Help
Topic: Creating a compound body in the latest BETA?
Replies: 14
Views: 7160

Re: Creating a compound body in the latest BETA?

Maybe because it is late, and it is Friday, I am now more confused and still can't construct any correctly positioned triangle that can be added to the space. The TriangleShape parameterless constructor allows you to specify vertices directly by setting the vertex properties. No recentering will occ...
by Spankenstein
Fri Feb 25, 2011 11:54 pm
Forum: Questions and Help
Topic: Creating a compound body in the latest BETA?
Replies: 14
Views: 7160

Re: Creating a compound body in the latest BETA?

I understand what you are saying but I used to be able to create a Triangle and add it to the Space and it would be where I positioned it. In the BETA it is now centered around the world origin. You suggested a parameterless constructor for TriangleShape, but what can be done so the Triangle class k...
by Spankenstein
Fri Feb 25, 2011 11:09 pm
Forum: Questions and Help
Topic: Creating a compound body in the latest BETA?
Replies: 14
Views: 7160

Re: Creating a compound body in the latest BETA?

As all triangles are centered around the world origin regardless of whether they belong to a compound body, I've tried some alternatives for some my triangle barriers. I can't use a parameterless constructor for the 'Triangle' class: Triangle tri = new Triangle(); However, I can with the TriangleSha...
by Spankenstein
Wed Feb 23, 2011 12:32 pm
Forum: Questions and Help
Topic: Creating a compound body in the latest BETA?
Replies: 14
Views: 7160

Re: Creating a compound body in the latest BETA?

If I create the compound body using a model's triangles: List<DynamicCompoundEntry> triangles = new List<DynamicCompoundEntry>(numTriangles); for (int i = 0; i < numTriangles; ++i) { triangles.Add( new DynamicCompoundEntry( new TriangleShape( model.ModelData.Triangles[i].A, model.ModelData.Triangles...
by Spankenstein
Wed Feb 23, 2011 12:26 am
Forum: Questions and Help
Topic: Creating a compound body in the latest BETA?
Replies: 14
Views: 7160

Re: Creating a compound body in the latest BETA?

The same problem applies with the TriangleShape class though: int numTriangles = model.ModelData.Triangles.Length; List<TriangleShape> triangles = new List<TriangleShape>(numTriangles); //DynamicCompoundEntry d = new DynamicCompoundEntry(); for (int i = 0; i < numTriangles; ++i) { triangles.Add ( ne...