Search found 54 matches
- Tue Aug 28, 2012 12:13 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Thank you, I'll try that.
- Mon Jun 25, 2012 12:23 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Well, it's not the latest version, but they both use the same version (v1.1.0). The problem is that my project is already quite large and complex and it's not easy figuring out what other things might contribute to the problem. For instance the project currently runs two physics simulations at the s...
- Mon Jun 18, 2012 2:31 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Well I found some time to try to recreate the problem in the demo but no luck so far.
- Wed May 23, 2012 6:25 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Well, I haven't changed anything about the character yet, and I've already narrowed it down to the IDuringForcesUpdateable, by testing the game with both kinds of gravity.
- Wed May 23, 2012 3:00 pm
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
I would like to use the CharacterControler, even if it is more work to change it. However, I have already run into a problem. Since I want to have a different gravity in different areas of the space I can't use the engine's normal gravity. Instead I use an IDuringForcesUpdateable that applies a forc...
- Sun Apr 22, 2012 9:16 am
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Re: Gradually rotating a character
Also, would it be best to change the angular velocity in IBeforeSolverUpdateable.Update or in some other update?
- Sun Apr 22, 2012 9:05 am
- Forum: Questions and Help
- Topic: Gradually rotating a character
- Replies: 23
- Views: 16430
Gradually rotating a character
I have a world where the direction of gravity gradually changes direction and magnitude, and I want my character to always have it's feet in the direction in which gravity is pulling. From what I've seen from how to work kinematic entities the best way to do this would be to manipulate the angular v...
- Fri Mar 23, 2012 4:20 pm
- Forum: Questions and Help
- Topic: using CompoundChildData
- Replies: 3
- Views: 2584
Re: using CompoundChildData
It's unfortunate that structs don't allow paramererless constructors, or I would sugest making it private.
- Fri Mar 23, 2012 4:15 pm
- Forum: Questions and Help
- Topic: using CompoundChildData
- Replies: 3
- Views: 2584
Re: using CompoundChildData
I found The problem: I was using new RigidTransform() instead of RigidTransform.Identity, which causes the quaternion to be initialized with 0f values.
- Thu Mar 22, 2012 9:57 pm
- Forum: Questions and Help
- Topic: using CompoundChildData
- Replies: 3
- Views: 2584
using CompoundChildData
Hello, I'm trying to use CompoundChildData structs to create a Compound body as follows: EntityCollidable newShape = new CompoundCollidable(new List<CompoundChildData>() { new CompoundChildData { Entry = new CompoundShapeEntry( new SphereShape(2), new RigidTransform(), 1000f), //Events = null, //Col...
- Thu Mar 22, 2012 3:17 pm
- Forum: Suggestions
- Topic: ModelDrawer removing
- Replies: 1
- Views: 19948
ModelDrawer removing
I noticed that you can add any object to the ModelDrawer, and it figures out itself whether it actually has a way to draw that object. However this advantage is kind of mitigated by the fact that the removal of objects will simply crash if the object has no drawing type. So I added this simple chang...
- Wed Mar 21, 2012 10:49 pm
- Forum: Questions and Help
- Topic: Buffering Linear Velocity.
- Replies: 4
- Views: 2928
Re: Buffering Linear Velocity.
So if I have this piece of code:
I do need to use the buffered states?
Code: Select all
if (Environment.ProcessorCount > 1)
{
for (int i = 0; i < Environment.ProcessorCount; i++)
space.ThreadManager.AddThread();
}
- Wed Mar 21, 2012 10:25 pm
- Forum: Questions and Help
- Topic: Buffering Linear Velocity.
- Replies: 4
- Views: 2928
Buffering Linear Velocity.
It seems that there is no way to get a buffered version of an Entities Linear Velocity. When running the engine with internal time stepping, How safe is it to get the entity's LinearVelocity directly, and how well does this work?
- Wed Mar 21, 2012 10:18 pm
- Forum: Questions and Help
- Topic: Unwanted deceleration
- Replies: 4
- Views: 3073
Re: Unwanted deceleration
Since I want None of my entities to be deactivated I've been looking for a way to turn of the Deactivation manager completely. Setting Enabled to false seems to stop Simulation Islands from falling apart when Entities leave each-other's vicinity. I thought of setting MaximumDeactivationAttemptsPerFr...
- Tue Mar 20, 2012 8:35 pm
- Forum: Questions and Help
- Topic: Unwanted deceleration
- Replies: 4
- Views: 3073
Re: Unwanted deceleration
Alright, thanks for the info.