BEPUphysicsDrawer not in assemblies download? / Purpose of?
Posted: Thu Jul 02, 2015 2:41 pm
Hello,
I've just started writing a 3d voxel based game in mono game and BEPU seems like the clear best choice for a physics engine. I generally prefer not to clutter up my solutions with tons of other projects but instead to use nuGet when available. I did this and the BEPUphysicsDrawer assembly was not included, I download the latest stable zip of the assemblies for all platforms and it was not there either. I thought at first it had been deprecated as of 1.4.0 but that doesn't seem to be the case since it is still in the main source branch and I saw comments in the v 2.0 plan about a complete re-write. Also I download the GettingStarted tutorial which draws plenty of things without using the drawer. I assume this is because the drawer is strictly for debugging? For instance when you want to draw the wire frame or bounding boxes like in the pre-compiled demos?
To summarize:
What is the purpose of BEPUphysicsDrawer?
Why was it not included in the nuGet package or the latest stable assemblies zip?
What advantages are there to using it vs not using it which seems to work just fine? (Or when would I want to use it?)
Is it slower to use the InstancedModelDrawer all the time?
Should I only use it for debugging? (it seems like a fair amount of work to boot-strap it into the game and turn it on and off...)
Say I do want to use it and I wanted to use a compiled dll reference, is my only option to download the source code and compile it myself then add a reference? (just seems weird that it's the only assembly in the source that I cant seem to find a compiled version of)
Is my hesitation towards not just including the projects in my main games solution not warranted? RePhrased: Should I just include the actual source code in my assembly rather then consult it when I actually need to?
BEPU is a truly awesome product, kudos to everyone who has helped make it what it is today!
Thanks,
Mitch.
I've just started writing a 3d voxel based game in mono game and BEPU seems like the clear best choice for a physics engine. I generally prefer not to clutter up my solutions with tons of other projects but instead to use nuGet when available. I did this and the BEPUphysicsDrawer assembly was not included, I download the latest stable zip of the assemblies for all platforms and it was not there either. I thought at first it had been deprecated as of 1.4.0 but that doesn't seem to be the case since it is still in the main source branch and I saw comments in the v 2.0 plan about a complete re-write. Also I download the GettingStarted tutorial which draws plenty of things without using the drawer. I assume this is because the drawer is strictly for debugging? For instance when you want to draw the wire frame or bounding boxes like in the pre-compiled demos?
To summarize:
What is the purpose of BEPUphysicsDrawer?
Why was it not included in the nuGet package or the latest stable assemblies zip?
What advantages are there to using it vs not using it which seems to work just fine? (Or when would I want to use it?)
Is it slower to use the InstancedModelDrawer all the time?
Should I only use it for debugging? (it seems like a fair amount of work to boot-strap it into the game and turn it on and off...)
Say I do want to use it and I wanted to use a compiled dll reference, is my only option to download the source code and compile it myself then add a reference? (just seems weird that it's the only assembly in the source that I cant seem to find a compiled version of)
Is my hesitation towards not just including the projects in my main games solution not warranted? RePhrased: Should I just include the actual source code in my assembly rather then consult it when I actually need to?
BEPU is a truly awesome product, kudos to everyone who has helped make it what it is today!
Thanks,
Mitch.