Search found 54 matches
- Sat Mar 02, 2013 1:24 am
- Forum: Questions and Help
- Topic: Collision Test
- Replies: 6
- Views: 4510
Re: Collision Test
This seems to work in some cases, however not in all. When I use a ConvexHullShape for the Collidable and it finds an overlap with the terrain, the game crashes with a NullReferenceException. the method creating the null reference is the following method from the NarrowPhaseHelper: ///<summary> /// ...
- Fri Mar 01, 2013 8:52 pm
- Forum: Questions and Help
- Topic: BoundingSphere
- Replies: 4
- Views: 3395
Re: BoundingSphere
Hmmm, I need something that also gives an exact result for things like the CompoundShape. I could probably implement something like MaxDistanceFromPoint myself, for most shapes. However, I could use some help with the MinkowskiSumShape, and I'm not sure if it is even possible for the TransformableSh...
- Sat Feb 16, 2013 4:58 pm
- Forum: Questions and Help
- Topic: Collision Test
- Replies: 6
- Views: 4510
Collision Test
I want to test that my Entity will not cause any collisions at its starting transform before I add it to the space. How would I do that?
- Sat Feb 16, 2013 1:32 pm
- Forum: Questions and Help
- Topic: Button
- Replies: 1
- Views: 1859
Button
I want to create buttons attached to dynamic entities, which the player can click (using raycast). These buttons shouldn't collide with other objects. I'm trying to figure out the best way to do this. I'm considering using a compound shape to add the button to the entity's shape, and then change the...
- Sat Feb 16, 2013 11:25 am
- Forum: Questions and Help
- Topic: BoundingSphere
- Replies: 4
- Views: 3395
BoundingSphere
I noticed some code on the forum where someone made a call to BoundingSphere property. I haven't found such a property in my entities or shapes. Is this a new feature? I'm currently looking for a way to find the tightest possible bounding sphere of my shape centred at its centre of mass. Can I use t...
- Wed Jan 23, 2013 4:18 pm
- Forum: Questions and Help
- Topic: Terrain BroadPhaseEntry?
- Replies: 1
- Views: 1838
Terrain BroadPhaseEntry?
Does the Terrain class have a BroadPhaseEntry? And if not, does that mean I have to do a ray-cast on it separately from the ray-cast on the space?
- Fri Jan 18, 2013 9:35 pm
- Forum: Questions and Help
- Topic: Framerate inconsitency
- Replies: 3
- Views: 4053
Re: Framerate inconsitency
I seem to have fixed this accidentally.
- Sun Jan 06, 2013 1:11 pm
- Forum: Questions and Help
- Topic: Framerate inconsitency
- Replies: 3
- Views: 4053
Framerate inconsitency
I have a problem with my game's frame-rate. It varies greatly; from as much as 700 fps to as little as 20 fps. I have no idea what causes this, but I have not much else running besides the bepu physics engine and the bepu physics drawer.
- Sat Jan 05, 2013 1:43 pm
- Forum: General
- Topic: Blackspace using BEPU now on Kickstarter
- Replies: 2
- Views: 6045
Re: Blackspace using BEPU now on Kickstarter
Looks really great. I love landers myself, and I'm working on several games that use them myself, also using BEPU.
- Thu Dec 27, 2012 7:03 pm
- Forum: Questions and Help
- Topic: Raycast on CompoundCollidable
- Replies: 1
- Views: 1896
Raycast on CompoundCollidable
I'm performing a raycast and if it hits a CompoundCollidable I would like to find out what child of the CompoundCollidable it hit. What would be the best way of doing this? Maybe a special raycast method could be added to the CompoundCollidable?
- Thu Dec 27, 2012 2:47 am
- Forum: Questions and Help
- Topic: GetQuaternionBetweenNormalizedVectors
- Replies: 1
- Views: 1847
GetQuaternionBetweenNormalizedVectors
It seems to me that Toolbox.GetQuaternionBetweenNormalizedVectors returns an incorrect value when the condition of its if statement is met.
- Mon Dec 24, 2012 10:09 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16454
Re: Gradually rotating a character
Yes, That's the one I used. I specifically Didn't want the objects to be activated by the constant gravity. I didn't realize the impulses would accumulate as they did. I've added a check for activity to the method that applies the gravity.
- Mon Dec 24, 2012 4:30 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16454
Re: Gradually rotating a character
I believe I may have just solved the issue. When the object gets deactivated the gravity impulses still accumulate. When it is reactivated because the player walks into it the box has a huge velocity and shoots through the floor.
- Fri Oct 19, 2012 11:23 am
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16454
Re: Gradually rotating a character
I'm not that familiar with compilation symbols, where and how would I have to specify this?
- Mon Sep 03, 2012 12:22 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16454
Re: Gradually rotating a character
I've updated to v1.2.0 but unfortunately this only makes the problem worse. The game now runs at half the framerate as it did before. And the box, rather than being launched into the air is teleported under the platform it sits on.