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
View ArticleSource code checked in, #6de547c63fa2
-Isolated MathConverter usage a bit by moving the Camera to BEPUutilities math.
View ArticleSource code checked in, #db0ae1d1842b
Backed out changeset: fa70e1e5b66a; MonoGame fiddling will proceed elsewhere and elsewhen
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BEPUphysics is a 3D physics library by BEPU. It’s fast and has a bunch of cool features like constraints, terrain, static and instanced meshes, continuous collision detection, custom collision rules,...
View ArticleUpdated Release: BEPUphysics v1.2.0 (May 31, 2012)
Latest binary XNA release.Version History
View ArticleSource code checked in, #5890a7f03f1a
-CylinderCastWheelShape now bases graphical rolling transform on local wheel orientation.
View ArticleSource code checked in, #83432bba4b74
-Eliminated some redundant work in the ConvexHullHelper index pruner.
View ArticleCreated Unassigned: Curve GetPathBoundsInformation always returns starting...
The GetPathBoundsInformation function in Curve passes the same int for minIndex and maxIndex into GetCurveBoundsInformation, which results in GetCurveIndexBoundsInformation always returning 0, 0 for...
View ArticleSource code checked in, #3332dbd74981
-Fixed the Curve.GetPathBoundsInformation implementation.
View ArticleClosed Unassigned: Curve GetPathBoundsInformation always returns starting...
The GetPathBoundsInformation function in Curve passes the same int for minIndex and maxIndex into GetCurveBoundsInformation, which results in GetCurveIndexBoundsInformation always returning 0, 0 for...
View ArticleClosed Issue: Dependency free fork - ray intersects method issue [12]
In the dependency free fork in MathExtensions/Ray.cs, the ray intersects method returns null in some situations where it shouldn't, which was causing faulty character and vehicle physics.Upon...
View ArticleSource code checked in, #bbf100c14429
-Improved BoxShape, CapsuleShape, ConvexHullShape, ConvexShape, CylinderShape, TriangleShape, and MobileMeshShape bounding volume calculations. -Added specialized Vector3.TransformX/Y/Z functions for...
View ArticleSource code checked in, #b9200b24f2e2
-Fixed a graphical offset issue with CylinderCastWheelShape and RaycastWheelShape. -Moved transformation logic from the Vector3/Vector4 to the relevant transform classes (Matrix/Quaternion).
View ArticleSource code checked in, #67245e887b33
-Unbusted the Matrix.Transform... functions which use Vector3s for input and output.
View ArticleSource code checked in, #4100150a55e2
-Moved some Toolbox quaternion manipulation into Quaternion. -The CharacterController now uses a ViewDirection to interpret the horizontal motion constraint's movement direction, allowing 6DOF control.
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