And is it possibile to check collisions without an event system? I hate events so much...

Sorry, I'm not sure what you mean. If you mean regular old dynamic collision response, then all you need to do is add a dynamic entity to the space along with the terrain and they'll collide and respond to collisions. Check out the BEPUphysicsDemos in the main source download for more examples; the TerrainDemo specifically might help.What is the easiest way to respond to collision between terrain and object? What exactly do I have to pass as delegate?
Yup. Every Collidable has a Pairs list which contains every CollidablePairHandler associated with that Collidable. A CollidablePairHandler is created between two Collidables when their bounding boxes overlap. Each CollidablePairHandler has a Contacts list. If there exists a contact with nonnegative penetration depth in that list, then the pair is colliding.And is it possibile to check collisions without an event system? I hate events so much...
Code: Select all
CollidablePairHandler a = sphere.CollisionInformation.Pairs.FirstOrDefault();
if( a.Contacts.FirstOrDefault().Contact.PenetrationDepth >= 0 )
{ }