Search found 52 matches
- Thu Jun 18, 2015 5:36 pm
- Forum: Suggestions
- Topic: Per-Entity Gravity
- Replies: 3
- Views: 23490
Re: Per-Entity Gravity
As 1.4.0 include now this feature, how it is suppose to be use ? Is there any new demo of it ? Does this mean the gravity is applied to anything near the entity (quite like the forcefield in planet demo) or something else ? As entity's gravity is defined as a vector, first we need to create the vect...
- Tue Jun 16, 2015 6:33 am
- Forum: Questions and Help
- Topic: 2 parallel planes, apply same ang. vel. = intersect
- Replies: 2
- Views: 3799
Re: 2 parallel planes, apply same ang. vel. = intersect
Doh !! I know it was something obvious thanks for the reply and tips, CompoundShape looks a lot more easy as playing with offsets.
- Mon Jun 15, 2015 6:15 pm
- Forum: Questions and Help
- Topic: 2 parallel planes, apply same ang. vel. = intersect
- Replies: 2
- Views: 3799
2 parallel planes, apply same ang. vel. = intersect
Hi, willing to make kind of "ball in a maze" game, instead of using constraint (as explained in another thread) to force the ball to stay on the plane (with here plane = a wide and flat BEPU box), I cheat a little by adding a second plane on top of the first, a bit higher than the ball dia...
- Sat Jun 13, 2015 1:25 pm
- Forum: Questions and Help
- Topic: Better starting point/documentation
- Replies: 7
- Views: 6636
Re: Better starting point/documentation
Thanks for the reply. Regarding the code, I just forgot those two examples, thanks to remind me, they're are basic enough to get some interesting and helpful inputs. Anyway, stripping down the demo was quite a good start for me as I have to understand a thing or two. And as you say (despite I don't ...
- Wed Jun 10, 2015 8:59 am
- Forum: Suggestions
- Topic: air and engines
- Replies: 1
- Views: 19631
air and engines
Hi, do you have any interest in adding air in BEPU for various airships (from gliders to jet planes, including turboprop/piston engine powered planes as well as choppers, balloons and parachutes) ? If not, would you like to provide some inputs to the best way of adding such "component" ? I...
- Mon Jun 08, 2015 8:17 am
- Forum: Questions and Help
- Topic: Better starting point/documentation
- Replies: 7
- Views: 6636
Re: Better starting point/documentation
This is not because all other physics engine are complicated, undocumented, etc that you have to follow the same way you know. I see a bunch of physics engines/libraries, most of the free ones are now dead/discontinued, like Jitter or Farseer for example, and just a few has been actually used in a r...
- Wed Jun 03, 2015 12:34 pm
- Forum: Questions and Help
- Topic: Better starting point/documentation
- Replies: 7
- Views: 6636
Better starting point/documentation
Hi Norbo, I new to games development with C#/XNA and BEPU appears to be one of the best physics engine available but there is one point I think which could be seriously improved: documentation . I means, the so called " tutorial " is everything but a tutorial and it doesn't work as-is ! (w...