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Source code checked in, #339abe849ccf

Standing is now the default stance again.

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Source code checked in, #a7529fd34985

Improved HorizontalMotionConstraint force clamping.

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Source code checked in, #590b9b714ec7

Fixed a couple of oopsies in non-ref Matrix overloads.

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Source code checked in, #e49397dc62fb

Fixed TransformNormal and TransformNormalTranspose.

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Source code checked in, #33b330b2ba1d

CompoundCollidable.ConvexCast now properly tests the compound itself against the filter.

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Source code checked in, #979bb383e588

GroupPairHandlers now properly take into account the CCDFilter. CCDFilter now only takes a pair.

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Source code checked in, #52e3e8221380

A few minor XML changes, and QuickQueue now has CopyTo.

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Source code checked in, #5f7e85fefe5f

Fixed a goofy old terrain ray cast bug.

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Updated Wiki: Version History

v1.4.0Library:Additions:-QuickList, QuickQueue, QuickSet, and QuickDictionary struct types added to BEPUutilities. Designed for raw access and GC friendliness.-Character StanceManager generalized to...

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Updated Wiki: Documentation

DocumentationLooking for samples? In addition to the projects found in the individual sections below, check out the BEPUphysicsDemos project in themain source download for another few dozen...

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Updated Wiki: Getting Started

 Getting Started A basic tutorial on setting up a simulation. 1 | Setting up the ProjectThe following assumes that you have installed Visual C# 2010 Express and XNA Game Studio 4.0. The...

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Updated Wiki: Internal Multithreading

 Internal Multithreading Easily harness multicore processors to speed up your simulation.Multithreading Demo 1 | Getting StartedBEPUphysics supports the usage of an arbitrary number of threads. Modern...

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Updated Wiki: Updating Asynchronously

 Updating Asynchronously Managing BEPUphysics running on a separate thread.Updating Asynchronously Demo 1 | Getting StartedBEPUphysics can be run in a separate thread while your game and rendering run...

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Updated Wiki: Updating Asynchronously

 Updating Asynchronously Managing BEPUphysics running on a separate thread.Updating Asynchronously Demo 1 | Getting StartedBEPUphysics can be run in a separate thread while your game and rendering run...

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Image may be NSFW.
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Updated Wiki: Internal Multithreading

 Internal Multithreading Easily harness multicore processors to speed up your simulation.Multithreading Demo 1 | Getting StartedBEPUphysics supports the usage of an arbitrary number of threads. Modern...

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Image may be NSFW.
Clik here to view.

Updated Wiki: Getting Started

 Getting Started A basic tutorial on setting up a simulation. 1 | Setting up the ProjectThe following assumes that you have installed Visual C# 2010 Express and XNA Game Studio 4.0. The...

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Released: BEPUphysics v1.4.0 (Jun 15, 2015)

Latest binary release.Version History

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Updated Release: BEPUphysics v1.4.0 (Jun 15, 2015)

Latest binary release.Version History

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Released: BEPUphysics v1.3.0 (Dec 20, 2013)

Binary release of v1.3.0.Version History

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Created Release: BEPUphysics v1.3.0 (Dec 20, 2013)

Binary release of v1.3.0.Version History

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