Rendering?
-
- Posts: 25
- Joined: Mon Sep 17, 2012 1:17 am
Rendering?
Hi, I've been toying with Bepu for a few days now and I've decided I want to make a very simple game. I just want to be able to to render a small island with some textures. So I can move around on it. The only problem is that I have no idea how to get Bepu and any of the rendering engines I've used, to interact. How would I go about integrating Bepu into Xen or any of the other rendering solutions? If you know of any that work (Aside from Sunburn, I cannot afford it and I want to release my game on Xbox), please let me know. Thanks.
Re: Rendering?
I'd recommend considering physics and graphics in isolation for a while. Fiddle around in the BEPUphysicsDemos source getting a feel for how to set up and interact with simulations without having to worry about visualizing them.
Then, spend some time just working on drawing stuff (not specifically just physics stuff) without worrying about how to make the physics match up. There's no reason to tackle both simultaneously at first. The physics engine itself has no concept of graphics, so no matter what systems you learn on the graphics side, it will be equally applicable.
Once you're comfortable with both pieces in isolation, it will be much, much easier to put them together. The interaction between physics and graphics basically comes down to transforming graphical models using the exposed physics object transforms (like the entity.WorldTransform). The hard work is everything on either side of that interaction
Then, spend some time just working on drawing stuff (not specifically just physics stuff) without worrying about how to make the physics match up. There's no reason to tackle both simultaneously at first. The physics engine itself has no concept of graphics, so no matter what systems you learn on the graphics side, it will be equally applicable.
Once you're comfortable with both pieces in isolation, it will be much, much easier to put them together. The interaction between physics and graphics basically comes down to transforming graphical models using the exposed physics object transforms (like the entity.WorldTransform). The hard work is everything on either side of that interaction

-
- Posts: 25
- Joined: Mon Sep 17, 2012 1:17 am
Re: Rendering?
Yeah, I will be doing more testing with Bepu. I found some people used Catalin's Deferred Rendering (Updated for XNA 4 here) with Bepu. If you have any ideas on how, that would be extremely helpful. Both tools are well documented (Deferred Rendering significantly less so than Bepu though), they just don't have any information on working together. I'm going to tinker with the two for a while, while I try to make them work together at the same time. Bepu is really great though and I am glad you allow others to use it free of charge, thank you for that.Norbo wrote:I'd recommend considering physics and graphics in isolation for a while. Fiddle around in the BEPUphysicsDemos source getting a feel for how to set up and interact with simulations without having to worry about visualizing them.
Then, spend some time just working on drawing stuff (not specifically just physics stuff) without worrying about how to make the physics match up. There's no reason to tackle both simultaneously at first. The physics engine itself has no concept of graphics, so no matter what systems you learn on the graphics side, it will be equally applicable.
Once you're comfortable with both pieces in isolation, it will be much, much easier to put them together. The interaction between physics and graphics basically comes down to transforming graphical models using the exposed physics object transforms (like the entity.WorldTransform). The hard work is everything on either side of that interaction
Re: Rendering?
Thanks and you're welcomeBepu is really great though and I am glad you allow others to use it free of charge, thank you for that.

Once you can move an object around according to some position and orientation, you can just grab the position and orientation (which combine to form the world transform) from the entities and other physical objects. I don't know anything specifically about any particular renderer out there, but they should all expose some way to position and orient objects in the world and that's all that's needed.If you have any ideas on how, that would be extremely helpful.
-
- Posts: 25
- Joined: Mon Sep 17, 2012 1:17 am
Re: Rendering?
Alright, would you mind if I posted it here once I have it all sorted out? I think it would be really helpful to people in my position (wanting to make a game but having limited experience).Norbo wrote:Thanks and you're welcomeBepu is really great though and I am glad you allow others to use it free of charge, thank you for that.
Once you can move an object around according to some position and orientation, you can just grab the position and orientation (which combine to form the world transform) from the entities and other physical objects. I don't know anything specifically about any particular renderer out there, but they should all expose some way to position and orient objects in the world and that's all that's needed.If you have any ideas on how, that would be extremely helpful.
Re: Rendering?
If you want toAlright, would you mind if I posted it here once I have it all sorted out?
