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Re: Bug: centerOfMassOffset translates object's centerPosition

Posted: Fri Jul 30, 2010 2:17 am
by bryanedds
I turned off internal time stepping and it now works.

Ya, the internal time stepping stuff was unclear. But only because I thought you were talking about XNA's Game.IsFixedTimeStep property all along :) Didn't even know there was a useInternalTimeStep property for BEPU :)

cheers!

Re: Bug: centerOfMassOffset translates object's centerPosition

Posted: Fri Jul 30, 2010 2:26 am
by Norbo
Ah :)

For anyone who reads this thread later and gets confused, there is indeed a setting:
space.simulationSettings.timeStep.useInternalTimeStepping
which, when enabled, will cause BEPUphysics to automatically update multiple times if necessary to catch up to the current gametime, and also adds in a interpolation smoothing component to buffered properties. More information can be found in the asynchronous update documentation:
http://www.bepu-games.com/BEPUphysics/d ... tation.pdf