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  • BEPU Plugin BallSocketJoint

    Hi community, after my MobileMesh Component I wrote a first prototype of a BallSocketJoint Component. Here is a first preview video: http://www.youtube.com/watch?v=bR4HcSM74HY You add the component to EntityA and set the name of EntityB. If both Entities have BEPU Components they will be connected by...
    Posted to Add-on Libraries (Forum) by Ole on 04-27-2013
  • Floating Characters

    Somehow i feel like i am probably just missing something, but i am hoping someone can point me in the right direction. I want my character to float, i want it to sit like a few feet off the ground all the time. I am wondering if there is a way to change the bounding box or if it is supposed to be in...
    Posted to Using SunBurn (Forum) by Workerbe on 02-03-2013
  • SunBurn BEPU Questions

    Hey guys, I have a couple quick questions about SunBurn's current built-in version of BEPUphysics. 1) Is there any way to offset a scene object's graphics from its collision, or is the collision tied to the graphical bounding box/sphere? (it seems like this is a full BEPU feature only....that...
    Posted to Using SunBurn (Forum) by Nate "Vulture" on 01-18-2013
  • Moving an object the way it is facing using ApplyForce() Method

    I have been working with sunburn for a few days now and I am currently trying to move a model in the direction it is facing even after rotating it . I managed to get this working by working out the correct order of multiplication of matrices when creating the world matrix of the object when using translation...
    Posted to Using SunBurn (Forum) by Matt on 12-17-2012
  • sunburn physics question

    I've been wondering how would one go about removing angular momentum on an object? Also having a lock axis or rotational axis flag would be nice. Thanks.
    Posted to Using SunBurn (Forum) by Paul on 05-21-2012
  • Mobile Mesh Collisions

    Hey guys, I noticed that whenever I try to set an object to receive updates, I can never set its hull type to mesh...or more specifically, if I set it to mesh, it'll always revert to a box hull type. Is this because SunBurn doesn't yet support Bepu's mobile mesh type? Or is this just an editor...
    Posted to Using SunBurn (Forum) by Nate "Vulture" on 04-13-2012
  • Bug with the new physics system

    Dear Team, I just noticed something akin to a bug in the last SunBurn version regarding the new physics system. When I lock the framerate of my game at 60 FPS (isFixedTimeStep = true; graphics.SynchronizeWithVerticalRetrace = true;), physics works normally. However, when I unlock the framerate of the...
    Posted to Using SunBurn (Forum) by PixelClover on 02-28-2012
  • Using BEPU Physics

    Hi sorry if I've asked this before but how do I replace normal collisions with BEPU in my game. I cannot get any of the physics samples to work due to a LighRigImporter error. and I was wondering if anyone knew how. THANKS!
  • how to use Indiefreaks framework

    So I just downloaded indiefreaks and I am wondering how to integrate things like itsphysics and GUI into my game? any help appreciated!
  • Re: getting started with physics player movement etc...

    And one last question lol! How do I get the powerstation demo to work with sunburn 2.0.16 indie on xna 4? thanks!
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