Hello,
My question is: can i use bEPU only to check collision, and not applying any force etc?
if so, is there any documentation on that subject.
~sebbn
bEPU only for collision
Re: bEPU only for collision
Yes, it can be done, though it could be easier.
The various parts of the engine are still relatively tightly tied to each other, so right now, the main way this is done is by using CollisionRules (http://www.bepu-games.com/BEPUphysics/d ... tation.pdf).
You can configure collision rules such that the collision detection system still produces collision pairs/contact points, but will not respond to those contact points. That data can then be used separately from the engine.
v0.15.0 is splitting up the engine into functional modules (BroadPhase, NarrowPhase, Solver, Integrator, etc.), so it will be significantly easier to use each part in isolation.
The various parts of the engine are still relatively tightly tied to each other, so right now, the main way this is done is by using CollisionRules (http://www.bepu-games.com/BEPUphysics/d ... tation.pdf).
You can configure collision rules such that the collision detection system still produces collision pairs/contact points, but will not respond to those contact points. That data can then be used separately from the engine.
v0.15.0 is splitting up the engine into functional modules (BroadPhase, NarrowPhase, Solver, Integrator, etc.), so it will be significantly easier to use each part in isolation.
Re: bEPU only for collision
oh ok, then i maybe will wait for v0.15 before i use the engine for collision