I am working on an engine for a game I wish to develop. I have been using BEPU for a few months now and it is working very well for handling the physics

Thanks

Technically, sort of. The development version (http://bepuphysics.codeplex.com/SourceC ... evelopment) supports mobile entity meshes. However, it's recommended that if the mesh is actually static, then a StaticMesh should be used instead.My question is, is it possible to hold a StaticMesh within an Entity
Both implement the ISpaceObject interface, but that is very high in the hierarchy and doesn't provide much information.am I going to have to redesign the Interface for all physics objects. If that is the case, what value must replace the Entity in the Interface to be able to hold a StaticMesh and a box for example.
It can move, but it doesn't have to move. A mobile mesh is designed to be capable of movement with relative efficiency. A kinematic entity (constructed without a mass parameter, effectively infinite inertia) will not fall due to gravity; that's probably what you're seeing. A kinematic entity can still move by changing its LinearVelocity and AngularVelocity.I then downloaded the newest development version and tried the MobileMesh and things are colliding with it but it stays still and does not move, is this what it is? As I assumed that by Mobile it meant that it could move, or am I not setting it up correctly?
Correct, kinematics cannot be moved by interactions with other shapes- only direct commands will make them move.if the object is going to be still, I'm assuming you would make the entity kinematic because then nothing can move it(am I right in saying this, or can other kinematic entities move each other?)
For reference, the core internal representation of the rigid transform is kept as a Position vector and Orientation quaternion. The OrientationMatrix and WorldTransform are derived convenience properties that are based upon the core representation. Setting their orientation changes the Orientation quaternion and keeps everything synchronized.On a sidenote, how would you rotate an Entity on or after creation? Im guessing you would edit the world transform of the entity? But then what does the Orientation matrix of the entity do? Thanks
There is no infinite plane, but a triangle can serve a similar purpose. The things to watch out for when making large environment structures are numerical errors. If the sizes of things get out of hand, the collision detection systems have a harder and harder time figuring out how to create a contact partially due to the limits of single precision floating point numbers. Special case collision detection systems typically handle it better (box-box, sphere-sphere, box-sphere, convex-triangle, and some others).Is there any planes that are Entities in BEPU? Because at the moment I am using a thin box and it is producing some weird results when pushed onto other objects such as them jumping around.
ThanksBEPU Physics is awesome