Implementing Character In XNA

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sachi
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Joined: Mon Aug 11, 2008 1:43 pm

Implementing Character In XNA

Post by sachi »

Hi,

My name is saqib zafar, and i am doing my MSc project on researching the possibilities of implementing characters in xna, well can BEPUphysics library is helpful to achieve this or just for collision testing.
I mean can we use this library to perform animations for a character. If possible can anybody send me example.

cheers.
Norbo
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Joined: Tue Jul 04, 2006 4:45 am

Re: Implementing Character In XNA

Post by Norbo »

If you mean something that would assist in a traditional skeletal animation system, no, there is nothing built in that would help much. Additionally, there is no support for inverse kinematics if that was what you needed.

If you need something like a physically simulated, self balancing character, then there is a bit of a base to work from. The main missing feature for this approach is motors; muscle forces would have to be applied manually outside of the built-in constraint system. I do plan to add in motors in the future, however.
vg1122
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Joined: Wed Feb 13, 2013 1:20 pm

Re: Implementing Character In XNA

Post by vg1122 »

Norbo
Site Admin
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Joined: Tue Jul 04, 2006 4:45 am

Re: Implementing Character In XNA

Post by Norbo »

For future readers' reference, BEPUphysics has had all the stuff needed for this type of thing for quite a while now in terms of constraints. Of course, a full self-balancing character involves a lot of control systems beyond the physical simulation.
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