You should have received something from a certain 'Mr. Perkins', all being well.
Thanks for all the hard work Norbo.
Search found 249 matches
- Mon Mar 14, 2011 11:11 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 165918
- 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!
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...