Search found 49 matches

by sergiusz308
Sat Sep 14, 2013 8:55 am
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Thanks for suggestion.

I'd appreciate if you could explain in similar fashion chain of constraints you used in this car suspension demo.
by sergiusz308
Fri Sep 13, 2013 10:28 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Great, and I started to worry already because my spring voodoo didn't do the magic and tanky were sliding no matter what :) I'm working on gun and turret right now and I'd like to know what type of constraints would do the job in a such a scenario: tank.jpg I thought about BallsocketJoint with some ...
by sergiusz308
Wed Sep 11, 2013 9:41 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Yeah,I think I finaly got it :) When I position my tank on the slope and no buttons are pressed no impulses are applied to the tank but still it slowly goes down the slope, in a slightly jerky fashion. It looks like some of the wheels are unable to withstand gravity force and loosing traction or whe...
by sergiusz308
Wed Sep 11, 2013 8:38 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

OK, now it works fine. I'm trying to understand various settings here and we have this initialization code: var body = new Box(new Vector3(0, 0, 0), 4, .5f, 5); body.CollisionInformation.LocalPosition = new Vector3(0, .8f, 0); so, as I understand this, it creates box at 0,0,0 with height of .5f. Nex...
by sergiusz308
Wed Sep 11, 2013 7:44 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

Great. In the tankdemo suspension and wheels entities creation is based off tankbody position. How to move / teleport tank in desired position without messing it up? Setting tank's body position to arbitrary value displaces wheels and basicaly screws up whole setup (tank body is to high or wheels lo...
by sergiusz308
Tue Sep 10, 2013 6:29 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

Re: CarSuspensionDemo and tank movement

This one is great, that's exactly what I was thinking of. I like the idea building this using constraints - it looks more lightweight then vehicle class, for this particular purpose. Thanks! Another question: what's the difference using DistanceLimit and LinearAxisLimit with approriate settings for ...
by sergiusz308
Mon Sep 09, 2013 2:11 pm
Forum: Questions and Help
Topic: CarSuspensionDemo and tank movement
Replies: 32
Views: 19143

CarSuspensionDemo and tank movement

Hi Norbo, I'm experimenting a little with CarSuspensionDemo trying to make it turn like a tank - stop rotating left wheels and keep rotation on the right side to turn left etc. I modified demo so when I want to turn left, I set "Settings.VelocityMotor.GoalVelocity" to the left drivingmotor...
by sergiusz308
Mon Sep 02, 2013 12:59 pm
Forum: Questions and Help
Topic: XNA fork - SOLVED
Replies: 0
Views: 31137

XNA fork - SOLVED

Hi, Norbo, does XNA fork gets any updates on physics-related code, or it left alone after fork and all updates go to dependency-free fork?

EDIT: OK, I red post on your website and it's clear now.

Thanks,
S.
by sergiusz308
Mon Apr 01, 2013 9:49 pm
Forum: Questions and Help
Topic: CompoundShapeEntry absolute position
Replies: 4
Views: 4279

Re: CompoundShapeEntry absolute position

Hmm.... I'll look into this, you're may be right here.

Thanks for late-night help!

P.S. I don't know what're doing for living but amount of time you put in helping poor souls like me here, considering all the details and depth of your explanations here is astonishing. All the best to you.
by sergiusz308
Mon Apr 01, 2013 9:16 pm
Forum: Questions and Help
Topic: CompoundShapeEntry absolute position
Replies: 4
Views: 4279

Re: CompoundShapeEntry absolute position

It doesn't work Norbo. Please look at attached screenshot - shape A supposed to be located (lower hemisphere of the capsule) at black line but it's sitting some units higher. Probably at compound shape computed physical center, but it's not what I'm looking for. BTW, compound shape is built of shape...
by sergiusz308
Mon Apr 01, 2013 7:14 pm
Forum: Questions and Help
Topic: CompoundShapeEntry absolute position
Replies: 4
Views: 4279

CompoundShapeEntry absolute position

Hi, I'm having this problem with CompoundShapeEntry positioning. Results I'm getting are that some shapes positions within compound are not as expected - they're shifted several game units up in particular example. That's at least how it looks like when drawn using BepuModelDrawer. I'm not talking a...
by sergiusz308
Sun Jan 06, 2013 10:07 pm
Forum: Questions and Help
Topic: Dogbot question - ears
Replies: 2
Views: 2295

Re: Dogbot question - ears

Thanks for your reply Norbo.

AngularMotor (I attached it just like in ActionFigureDemo) worked fine. Setting AngularDamping on entity worked too but didn't give expected result.
by sergiusz308
Sun Jan 06, 2013 8:25 pm
Forum: Questions and Help
Topic: Dogbot question - ears
Replies: 2
Views: 2295

Dogbot question - ears

Hi, I'm playing around with dogbot demo and can't find a proper way to change "ears" behavior - I want them feel like they weight more, less bouncy. I tried increasing their weight but it didn't help - with weight around 30-50 they simply overload dogbot, pushing it down, over the head. I ...
by sergiusz308
Tue Oct 09, 2012 9:33 pm
Forum: Questions and Help
Topic: External ballistic sim
Replies: 5
Views: 4332

Re: External ballistic sim

Thanks Norbo. About ballistics, let's say I want to simulate effects like bullet drop and derivation. As for drop it's probably easiest to do with bullet being dynamic entity - it simply will be affected by gravity. What about derivation - setting appropriate angular velocity will do the magic? In c...
by sergiusz308
Tue Oct 09, 2012 8:29 pm
Forum: Questions and Help
Topic: External ballistic sim
Replies: 5
Views: 4332

Re: External ballistic sim

Great. Is there any piece of demo code I could look at to see how to best implement variable step? Basicaly what I want to do is to have GPU drawing at full speed, but physics run in fixed step, so that drawing code "synchronizes" with physics fixed number of times, thru a BufferedState I ...