Rated 5 Stars (out of 5) - Incredible physics engine... easy to get started with, even better once you get to know it. Built by not a man but a myth. The Bepu forums are the most helpful place I've ever been on the internet.
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Reviewed: BEPUphysics v1.2.0 (Jan 13, 2013)
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Created Issue: Demo doesn't work for WP7: The Windows Phone platform does not support custom shaders. [15]
Hello,
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
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Commented Issue: Demo doesn't work for WP7: The Windows Phone platform does not support custom shaders. [15]
Hello,
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
Comments: There's a separate phone version of the demos. You can get it off of the main downloads page: http://bepuphysics.codeplex.com/downloads/get/217244
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
Comments: There's a separate phone version of the demos. You can get it off of the main downloads page: http://bepuphysics.codeplex.com/downloads/get/217244
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Closed Issue: Demo doesn't work for WP7: The Windows Phone platform does not support custom shaders. [15]
Hello,
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
I got the following error:
The Windows Phone platform does not support custom shaders. ...\bepuphysics_ee3a76f51234\BEPUphysicsDemos\BEPUphysicsDemosContent\InstancedEffect.fx BEPUphysicsDemos WP7
any sollution?
best regards,
Radik
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Closed Issue: cannot open demo in MVS 2012 [14]
Opening demo solution results in failure with latest MSDev
Microsoft Visual Studio 2012
platform: Windows7 x86
error on opening:
GettingStartedDemo (incompatible)
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Source code checked in, #640f1300db45
-Added CollisionResponse.Softness tuning variable. Defaults to 0.01; solver-intensive stacks should now be more stable.
-Renamed SolverSettings.(...)Iterations-related properties to SolverSettings.(...)IterationCount.
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Source code checked in, #5352d929a58c
-Fixed a problem where StaticGroup-Compound collisions would frequently crash with an "Inappropriate types used to initialize pair." exception.
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Source code checked in, #af1dbf2b0354
-Added some CompoundShape validations.
-Matrix validations are now a little more restrictive.
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Source code checked in, #88c64012ad7d
-Added CollidablePairHandler.Colliding convenience property. Checks for nonnegative penetration depth contacts.
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Source code checked in, #d0f5026d6581
-IK ActiveSet now exposes the Clear function to unset all bone flags (and also uses it during disposal).
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Source code checked in, #621376603b21
-CompoundShape ComputeCenter and ComputeVolumeDistribution functions will now throw clarifying exceptions when used with zero-weight compound shapes.
-The CompoundShape ComputeCenter function which took CompoundChildData now operates on the weights, not volumes.
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Source code checked in, #b8aff513ace3
-Direct Entity constructors now accept negative masses to signify a kinematic entity.
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Source code checked in, #fcad37642f77
-BoundingSphereForceFieldShape added.
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Source code checked in, #c042e8631f90
-CollisionResponseSettings.Softness is now scaled by the inverse effective mass of a collision, allowing consistent behavior across different masses.
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Source code checked in, #d910464c98e0
-Paths now consistently use doubles for progression parameters.
-Fixed a crash in path evaluation and did some cleanup.
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Source code checked in, #932b4dc1a26b
-Introduced a protection against 1-length paths for speed controlled curves.
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Source code checked in, #472380fbae6d
-Fixed two bugs involving simulation island members being removed: neighbors would not be activated properly, and the island would not be split properly.
-Removed kinematic special case for removal-activation. All entities take the same path now thanks to the bug fix.
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Source code checked in, #4947ab18a7a7
-Moved solver permutation into a BEPUutilities standalone class.
-Reversed solving order on IK fixer iterations for better near-pin constraint stability.
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Source code checked in, #22d55919cf24
-IKSolver now uses permuted indices rather than graph-order for solving.
-Did some permutation-related cleanup.
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Reviewed: BEPUphysics v1.2.0 (jun 20, 2013)
Rated 5 Stars (out of 5) - A few months ago I released a WP7 RPG dice simulator: http://www.windowsphone.com/s?appid=6769128e-8c53-41d5-8851-4f9cc471ccc9 and it was posible only thanks to this BEPU
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