Hi Norbo, i have this damn error at game.Run() in Program.CS:
Impossible loading 'BEPUphysics.Space' type from assembly 'BEPUPhysics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'. (I use italian version, i translated it... )
I'm sure i downloaded the right XNA 2.0 version of BEPUphysics.dll.
What's the matter??
Last edited by AlmostNoob on Tue Jan 13, 2009 11:43 am, edited 1 time in total.
I am unable to replicate the issue using the XNA 2.0 .dll on the website and a XNA 2.0 project. Have you tried upgrading the project to XNA 3.0 and using the XNA 3.0 BEPUphysics.dll?
Well, i just have some other project in 2.0, it's quite annoying to me transpose that in 3.0. I don't know if i can have multiple install (2.0 AND 3.0).
Anyway, i'm just testing your dll, it's a brand new project, only with a Space and a Box initialization...
(By the way, what's the method to use my own .x models? I suppose some .initializeData one...)
Having both XNA GS 3.0 and 2.0 shouldn't pose any problems; I have both currently installed to no ill effect. I don't know of any reasons off the top of my head why it's giving you that error right now, though.
One of the StaticTriangleGroup initializeData method takes a Model. The Model can be loaded in using the normal XNA content pipeline. Sometimes, it is more robust to create a custom content processor which loads in a list of vertices and indices from a model and pass those into the other initializeData method.
What the...?! I tried with XNA 3.0, having same exception!!
Take a look to my code, i only initialized Space and a box Model, yet not implemented graphics but it should run without errors...
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using BEPUphysics;
namespace BEPUPhysics
{
public class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model boxModel;
Space Space;
StaticTriangleGroup box;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
Space = new Space();
box = new StaticTriangleGroup(0, 0, 0, 0, 0, 0); //I know, it has no sense (after all, i'm almost noob! :) ) for now i only want to debug the exception error...
box.initializeData(boxModel);
box.addToSpace(Space);
Space.add(box);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
boxModel = Content.Load<Model>("box");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Space.update(gameTime);
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime);
}
}
}
Everything on the code side looks fine; this is likely caused something in the project set up but I'm not sure what. Posting the test project might help me locate the issue.
Changing the name to something besides BEPUPhysics should fix that issue. It seems it is getting confused and looking into your similarly named assembly for BEPUphysics types. I changed it to BEPUPhysicsTest in the assembly name field of the project properties and it works.