I've PM'd you a redeem code for it Norbo. Thanks for the great physics engine.
Thanks and you're welcome!
Re: Games using bepu
Posted: Mon Feb 18, 2013 9:40 am
by ruggy
Here's a trailer for my next game, Bulkhead.
Similar to Vampire Slayer in terms of physics, i.e. character controllers, static mesh, ragdoll. I used the higher quality ragdoll this time (based on the ragdoll demo rather than the actionfigure) and higher BEPU settings. Higher collision poly count in the environment yet framerate seems fine. I used a capsule with a high velocity for the RPG shell collision.
Put settings to 720p
Re: Games using bepu
Posted: Mon Feb 18, 2013 8:56 pm
by Norbo
That seemed quick Well done!
Re: Games using bepu
Posted: Tue Feb 19, 2013 6:16 pm
by ruggy
Thanks, been working madly on it since I'm full time Indie now. I didn't post VS here 'till a while after it was out where-as Bulkhead isn't out yet. Thanks again for BEPU, it's a pleasure to work with.
Re: Games using bepu
Posted: Sun Mar 10, 2013 7:59 pm
by dweeb
Hi Norbo and others!
Long time since I posted here but I completed a new game using Bepu in less than 30 Days for the #1GAM challenge.
Pretty happy with the result:
Still got some minor issues with the car beeing a bit too easy to flip.
Since then I've added more stuff to take advantage of Bepu, like levitation and sliding voxel pieces.
For the curious: the dynamic voxels are MorphableEntities, and the static "world" voxels are StaticMeshes. Since the whole mesh has to be destroyed and rebuilt every time the world is modified, I split the world into chunks hashed by material type and location. This allows for faster updates and allows the broad phase to filter out a lot of collision candidates. (At least I think so. All I know is performance went up after I implemented it. )
I've been working on this game forever. No idea if and when it will be released, but I will certainly reserve a redeem code for Norbo!
Re: Games using bepu
Posted: Sun Mar 24, 2013 9:04 pm
by Norbo
Very nice! It's grown quite a bit since I first saw Parkour Ninja on gamedev.net
Norbo wrote:Great job! But I feel bad for the floaty mouthmen
Cheers! They are I'm belligerent I'm afraid, hence the conflict...
Re: Games using bepu
Posted: Tue May 28, 2013 5:51 am
by ecosky
I just wanted to officially add my game "Thunder Moon" to this list because it's finally in peer review on XBLIG!
Thank you Norbo, very much, for making your work available to low budget indie devs such as myself. Out of respect for your time I've done my best to resolve the many challenges while integrating Bepu into my game engine on my own, but when I occasionally found myself a bit stuck it was always a relief and pleasure to see your carefully prepared responses the many calls for help on the forum, both from myself and others.
Thanks again.
Re: Games using bepu
Posted: Tue May 28, 2013 8:12 pm
by Norbo
Nice job on the impending release, and you're quite welcome
Re: Games using bepu
Posted: Sat Mar 29, 2014 5:28 pm
by kevinfob
I've been working on a Kinect game with XNA using BEPU physics.
This is my first project using a physics engine and it has been a great experience. Something about using your body to manipulate the world around you.
The premise of the prototype is simple, 1 v 1 battle where opponents launch various projectiles at each other. BEPU was used extensively. Some interesting mechanics include using a bow and arrow and blocking attacks with a shield.