Dear Norbo,
I am looking for the Character Class for WP7 but I am not able to find it.
Do you know where I can get this class? Is it not included in the WP7 version? I am using the Vehicle class now but it does not give me the desired results as I'm trying to make a character.
Thank you in advance.
Regards,
Marvin
Character class in WP7
Re: Character class in WP7
The CharacterController can be found in the BEPUphysicsDemos in the main source download. All the core components should be usable without change on WP7 (except the CharacterControllerInput handler designed for Windows/Xbox360, of course).
The necessary files are everything in the Alternate Movement/Character/ folder except the CharacterControllerInput. You could also choose to use the Simple or SphereCharacterController located in adjacent folders.
The necessary files are everything in the Alternate Movement/Character/ folder except the CharacterControllerInput. You could also choose to use the Simple or SphereCharacterController located in adjacent folders.
Re: Character class in WP7
A thanks a lot!
I managed to port it to WP7 to handel multitouch.
It is working great. Now I have one quick question still, is there for example an easy way to draw at the positions of some boxes in the space my own model? Eg I have a couple of boxes in space, these boxes are now randomly coloured. I've added the property Tag = "noDisplayObject", which nicely hides them for the eye, however what is the easiest way to track the orientation and position matrices of these boxes? Can I somehow Tag them otherwise so I can add my own routine in the rendering engine if (tag == crate) --> RenderCrate();
Thanks in advance
I managed to port it to WP7 to handel multitouch.
It is working great. Now I have one quick question still, is there for example an easy way to draw at the positions of some boxes in the space my own model? Eg I have a couple of boxes in space, these boxes are now randomly coloured. I've added the property Tag = "noDisplayObject", which nicely hides them for the eye, however what is the easiest way to track the orientation and position matrices of these boxes? Can I somehow Tag them otherwise so I can add my own routine in the rendering engine if (tag == crate) --> RenderCrate();
Thanks in advance
Re: Character class in WP7
Since the physics engine is blind to graphics, any rendering system can be used to represent the collision shapes and environment. The BEPUphysicsDrawer is rather inflexible and is designed just to handle demo rendering, so for a real game, I'd recommend using a completely separate renderer. The BEPUphysicsDrawer can be kept around as a debug visualizer to check the new renderer against the expected location of objects.
To transform your own graphics to match that of a moving entity, you can use the entity's WorldTransform. It's a convenience property which returns a Matrix representing the Entity's current Position and Orientation (which you can also grab individually if you'd like).
To transform your own graphics to match that of a moving entity, you can use the entity's WorldTransform. It's a convenience property which returns a Matrix representing the Entity's current Position and Orientation (which you can also grab individually if you'd like).