thanx for advance

That just means I have a separate area in which I'm doing development. You can still download the whole source by clicking the download button in the upper right.but the codes is forked
If you mean you want to make the capsule move, then apply forces or change velocities. The Entity class has a variety of properties like LinearVelocity and AngularVelocity, and functions like ApplyImpulse. Applying forces or changing the velocities will get the object to move around.now what is the line that implement the sliding collision between them
You could use the BEPUphysicsDrawer. Its source can be found in the main download. It's primarily intended for debugging and testing, though- if you want to create graphics for the game itself, it's strongly recommended to do something else.the second Q Norbo how can I see my capsule ?
If the situation is like this: then what you need is a way to pull the character back down. There are a variety of ways to do this. The character controllers in the demos project show a few ways. I'd recommend looking at, or using, the SimpleCharacterController in the BEPUphysicsDemos. It uses a ray cast from the bottom of the shape to the ground. It controls vertical velocity and position error along that ray cast to step up, step down, and stay near the ground.how can I make the capsule when collision with the small thing like sidewalk not to fly up (I need it like human movement not like ball)
Either in the modeller, the import/output process, or apply a transform to the physics and graphics meshes.and how can I scale down my level "TriangleMesh" ?
Code: Select all
var staticMesh = new StaticMesh(staticTriangleVertices, staticTriangleIndices, new AffineTransform(new Vector3(.01f, .01f, .01f), Quaternion.Identity, new Vector3(0, 0, 0)));