BEPUphsysics checklist for devs
Posted: Wed Apr 24, 2013 1:00 pm
I am trying to complete a checklist for everything I need to do in an existing XNA project to get BEPUphsyics running.
(Since my first try didn't work)
This checklist is only to get BEPUphsysics running properly,
based on an existing XNA project, with 3D-Models and SkinnedAnimations.
And I didn't leave out some points, because they obvious to pros with BEPUphsysic.
This is what I did so far step for step (and it didn't draw anything)
I am pretty sure I missed something, but I don't know what.
Even after I added the StaticMesh to the Space, the count of the Space's entities
didn't rise.
(Since my first try didn't work)
This checklist is only to get BEPUphsysics running properly,
based on an existing XNA project, with 3D-Models and SkinnedAnimations.
And I didn't leave out some points, because they obvious to pros with BEPUphsysic.
This is what I did so far step for step (and it didn't draw anything)
- I added the BEPUphysic-Files to my projects references
I added a Space to my gameScene and initialized it
I added the space.Update() to the update-method of my gameScene
I generated a StaticMesh out of my Model (Which animates)
I added that staticMesh to the Space
I am pretty sure I missed something, but I don't know what.
Even after I added the StaticMesh to the Space, the count of the Space's entities
didn't rise.