Search found 136 matches
- Fri Jun 01, 2012 2:29 am
- Forum: General
- Topic: BEPUphysics v1.2.0 released!
- Replies: 16
- Views: 20916
Re: BEPUphysics v1.2.0 released!
Wow nice update, I just put out a new version of craftworld out yesterday... The 10 fold speed up in removing items from the dynamic herachy would have complemented the way we do our physics nicely. I'll update us to 1.2 today. What's next on the bepu todo list? I would love to see that blog post yo...
- Thu May 03, 2012 11:17 am
- Forum: Questions and Help
- Topic: Crash in DeactivationManager
- Replies: 2
- Views: 5110
Crash in DeactivationManager
I got most of the details It happened on a collision between the player controller and an arrow, on the collision I create a weld joint.
Here are the details
http://i.imgur.com/ezm7l.jpg
Here are the details
http://i.imgur.com/ezm7l.jpg
- Thu May 03, 2012 8:23 am
- Forum: Questions and Help
- Topic: Problem with multiple character controllers
- Replies: 10
- Views: 6098
Re: Problem with multiple character controllers
The development version is now updated: http://bepuphysics.codeplex.com/SourceControl/network/forks/RossNordby/Development Umm this is fantastic... I literally just gave up on fixing this my self and came to the forums to see if anyone else had issues with using a mix of CharacterController and Sph...
- Thu May 03, 2012 8:23 am
- Forum: Questions and Help
- Topic: Question about CharController and NAN error
- Replies: 2
- Views: 5173
Question about CharController and NAN error
Hey everyone :) I hope all is well! What are the pros and cons between the "SimpleCharacterController" and the "SphereCharacterController" ? I see they are both less featured and complex than the full CharacterController but what the performance and quality differences between th...
- Fri Mar 16, 2012 7:34 am
- Forum: Questions and Help
- Topic: Compound AddBody Function Removed?
- Replies: 1
- Views: 2043
Compound AddBody Function Removed?
Hey does anyone have an implimentation for CompoundBody.AddBody() and RemoveBody()? It seems to have been re-written since .15 etc... and is something that we need quite badly... Looking over the old code it seems fairly simple how it was doing it, but the CompoundBody code is VERY different now and...
- Mon Feb 27, 2012 6:17 am
- Forum: Questions and Help
- Topic: Issues with Bepu player controller
- Replies: 2
- Views: 2342
Re: Issues with Bepu player controller
Thats what I thought too, but I already tried turning that off.
Ill figure it out eventually
Ill figure it out eventually
- Mon Feb 27, 2012 5:59 am
- Forum: Questions and Help
- Topic: Issues with Bepu player controller
- Replies: 2
- Views: 2342
Issues with Bepu player controller
Hey I have just been converting my game over to using the Bepu camera which I did easy enough. Then I have replaced my player controller with bepus and everything works except for all my FPS rendering (think a gun in the player hands) is off whenever the player moves... It quickly (300ms) moves back...
- Sat Apr 02, 2011 6:42 am
- Forum: Suggestions
- Topic: Version Roadmap
- Replies: 110
- Views: 645476
Re: Version Roadmap
so level loading should go a lot faster in the new version if you were bottlenecked by hierarchy construction :) This is brillient, we were very much bottlenecked by this as we are constantly rebuilding lots of static tri meshes. However we are also already memory bottlenecked on the xbox and wp7.....
- Mon Mar 14, 2011 1:55 pm
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Released!
I posted about the new and awesome Bepu on the sunburn forums, I imagine that many people will move from there little physics engine to this now.
People seem to love it so far.
People seem to love it so far.
- Mon Mar 14, 2011 8:21 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Released!
Norbo wrote:Updated to reflect the release of v0.15.0. Go to http://www.bepuphysics.com!
WOW!
Amazing work, this is really great.
I did not expect it to go open source at all!
- Fri Mar 11, 2011 12:54 pm
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Early Beta
Updated to Beta 30: -Changed a whole bunch of namespaces around and put classes where they belong in the hierarchy. This process will finish at the same time as the XML documentation gets done (see below). -Added a large amount of XML documentation. Only a few thousand comments to go. -Unlocked Ste...
- Fri Feb 25, 2011 4:53 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Early Beta
Also one other thing I was going to ask you is what kind of overheads are there in creating new static tri meshes? What are the steps that bepu must undergo from me createing a static tri mesh to it being fullyintergrated into the broadphase and working? Are there any things that can be changed or o...
- Fri Feb 25, 2011 4:28 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Early Beta
Cool because I have over 1000,000 vertices sitting in memory already for the game and it would just be good to not have to rebuild physics vertices and graphics verts too when a region changes... Also are static tri meshes editable? (I know heightmaps are but we need tunnels and overhanging cliffs) ...
- Fri Feb 25, 2011 4:17 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Early Beta
I wonder if it would be possible to use a Vertice List/Array? If you mean like a TriangleMesh that accepts VertexPositionNormalTextures or something similar, then no, not by default. But if you find it valuable, you won't have to wait on me to add it in once v0.15.0 is completed. Well I was thinkin...
- Fri Feb 25, 2011 3:14 am
- Forum: General
- Topic: v0.15.0 Released!
- Replies: 62
- Views: 157705
Re: v0.15.0 Early Beta
I wonder if it would be possible to use a Vertice List/Array?RyanGadz wrote:yay! thank youNorbo wrote: Being able to directly use a Vector3/int array for vertices rather than creating a duplicate also helps keep it down.