


Thanks in advance

This can be mitigated a little by putting casts for the XNA/monogame types into the BEPUutilities types. It does introduce some overhead so it should be avoided in extremely tight loops, but it usually works well enough. An example of a custom expliict cast can be found here. Implicit casts would work too, and would avoid some typing.i am having some basic issues with Vector3 conversion... i'm using Monogame and i have a gamemodel class which contains the position, rotation and scaling of the gamemodel but now when i try to import the explosion (demo sample script) i have to switch constantly between different versions of Vector3
I'm not sure what you mean here, but here's a couple of guesses:and in my player script when i try to recreate the explosion script i get nothing... no "jumps" or anything, i should also mention i have created a simple jump in my player scripts Update function where i have replaced the position.Y (position in this case is from Xna.framework, NOT BEPUutilities!) out with Explode() to test it out