i'm actually writting a litte jump'n'run game and have some questions related to the possibilities of BEPU!
I started my physics or better to say collisionsystem with JigLibX but i'm searching for a new pysiscs engine and found this one!Reason i like to change is the bad documentation, non active community...
With JigLibX is loaded my static map as an TriangleMesh to do collisiondection...so trianglebased!Is there a similar system in this engine?It think so because its state-of-the-art to do static maps so.
Okay with this every thing goes good. I can trow cubes, capusles etc like in your demos...works fine!
But now my problem begin. I need a charactermovement-physik. So my character can collide with fences, walls etc. With a normal capusle/box i had the problem that they are tilting etc. when they collide.
I've read that i can solve such issus(also stairs) with an 'stand-right-up-capsule'. Means a capusle that can never lean or tilting. I've readed that is is possible with raycasting....
Is in BEPU such a capsule?
I quickly saw the character controller maybe this could help me...
And my last question is how easy or not easy is it to write a charactermovement controller. With JigLibX i had big problems to write one with all the forces, impulses etc

I hope i found the time tommorw to look closer at the demos!The character movement on the terrain looks intersting so far

and btw. is in BEPU an diverence between an pysicssystem and collisionsystem?
Thanks for advice!