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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 by Ole on 04-27-2013
  • 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 by Nate "Vulture" on 01-18-2013
  • 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 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!