Search found 54 matches

by Peter Prins
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.
by Peter Prins
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...
by Peter Prins
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.
by Peter Prins
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.
by Peter Prins
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...
by Peter Prins
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?
by Peter Prins
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...
by Peter Prins
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.
by Peter Prins
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.
by Peter Prins
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...
by Peter Prins
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...
by Peter Prins
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:

Code: Select all

if (Environment.ProcessorCount > 1)
{
    for (int i = 0; i < Environment.ProcessorCount; i++)
        space.ThreadManager.AddThread();
}
I do need to use the buffered states?
by Peter Prins
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?
by Peter Prins
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...
by Peter Prins
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.