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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...
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I have an object in the my scene which my main character can pick up. I have wired up the trigger event for the pickup object using the ContactCreated event. However, it is now possible that something else (other than the main character) could pick up the object. Is there a way of identifying the colliding...
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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...
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Hi All, I was wondering if there is some kind of collision separation event in sunburn. For example I have, in my level, an object that when something collides with it I change the Color of a light in the scene from red to green. What I really would like is to change the color back to red if the collision...
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I have successfully imported the 'dude' model and integrated it with the CharacterControllerComponent. However, I'm having trouble getting realistic looking collisions. Setting the HullType to Mesh doesn't do the trick. What is the best way to improve the accuracy of the collisions of...
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Hi folks, I have a fairly simple question. Using the default physics engine (I don't need much more than its capabilities) I would like to have dynamic SceneObjects *only* collide with terrain and static meshes, and not with each other. Is there any simple (and relatively performant) way to do this...
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Hi, I'm quite new here so sorry for a silly question. I have a simple game where I created my own heightmap terrain. I have some object which is affected by gravity but it just falls through the terrain. I would like to have this object colliding with terrain but obviously I did something wrong....
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I do really need help the sliding collision and flytrough problem so here's my code for player movement: public override void Update(GameTime gametime) { input();// this is where i modify the vector3 force variable if (force.X != 0 || force.Z != 0) this.CollisionMove.ApplyObjectForce(force); else...
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For my current project I don't need the physics system SunBurn provides. I have done a number of searches through the forums and saw that I needed to do something with CollisionManager.Collide() and a number of other methods in order to implement my own collision. What I ideally want to do is leverage...
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Hi guys, I'm studying about game developing and I have just tried Sunburn to create a FPS game based on XNA 4.0. I found a topic that includes an example of creating First Person Shooting camera here: http://www.synapsegaming.com/forums/t/1484.aspx I 've tried to modify the code by following...