Source code checked in, #597ec0e63757
-Reintroduced proper velocity expansion on character bounding box calculation. -Fixed references to movement direction in both character controllers. -Put the demos back to default settings.
View ArticleSource code checked in, #c5210c8df059
-Simplified character controller bounding box expansion.
View ArticleSource code checked in, #b0208d51da70
-Added a TankDemo demonstrating a constraint-based tank. -Renamed CollisionResponseSettings.MaximumPenetrationCorrectionSpeed to MaximumPenetrationRecoverySpeed. -Setting motor goals to the same values...
View ArticleSource code checked in, #68d7b2a99d51
-Collisions activating a simulation island should no longer cause the island to lose all previously existing pairs for one frame. Required reorder of NarrowPhase pair processing; stale pairs are now...
View ArticleSource code checked in, #39445cf9781f
-Fixed a nasty long-standing error with constraints performing velocity measurements during the prestep. Bounciness and similar features now 100% less broken. -Improved...
View ArticleSource code checked in, #89a3df4ba35c
-Moved Solver into the Constraints namespace. -EntitySolverUpdateable and SolverUpdateable have fused together to form a more useful SolverUpdateable.
View ArticleSource code checked in, #9901056dab6a
-Convex-convex case should no longer allow opposing normals to stick around. Spawning objects on top of each other shouldn't produce gluey contacts anymore. -Cleaned up SuspensionCarDemos a little bit.
View ArticleSource code checked in, #10f2d8ff3e2f
-Changed inner sphere deep contact test in convex-triangle pair to use a conservative depth estimate. Faster and fixes some weird 'lumpy' contacts. -Contact drawer now draws speculative (negative...
View ArticleSource code checked in, #286aba0563be
-Removed MotionSettings.ConserveAngularMomentum and UseRk4AngularIntegration. -Conservation of angular momentum is now enabled by compiling with the CONSERVE symbol. -Removed internal representation of...
View ArticleSource code checked in, #d8c725709692
-Camera now handles ViewDirection and LockedUp with a bit more safety.
View ArticleSource code checked in, #a66e6cd7707b
-Got rid of redundant collision shape transform update.
View ArticleSource code checked in, #c03d9dfcd1b2
-Added Space.OwnsThreadManager. If true, the space will try to dispose the thread manager when the space is disposed. -Got rid of pointles ISpace abstraction. All ISpace type references replaced with...
View ArticleSource code checked in, #f6c43db82567
-Eliminated most of the requirements on the IThreadManager, turned it into a IParallelLooper. -The Space now takes a IParallelLooper in the constructor. The Space is never responsible for disposing a...
View ArticleSource code checked in, #23685f7fe0b9
-Cleaned up some 'thread manager' references. -Empty Space constructor now creates a single threaded space.
View ArticleSource code checked in, #ea6de3378d58
-Replaced IncomingDemo with TankDemo in the main demos list. -Remembered that tank barrels are called barrels. -Made the bases used by the tank turrets explicit and moved the yaw basis to the tank body.
View ArticleSource code checked in, #2d80a7db31f3
-Moved IK solver over to configurable time step duration and stiffness/damping, rather than softness and error correction.
View ArticleSource code checked in, #f191b3ad4d11
-Moved BEPUik out of the demos and into its own project.
View ArticleSource code checked in, #80e885a7be8a
-Removed unnecessary and potentially misleading "Constant" from Stiffness and Damping properties.
View ArticleReviewed: BEPUphysics v1.2.0 (Oct 15, 2013)
Rated 5 Stars (out of 5) - It's so easy to deal with once you get deal to work with it.
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