Quantcast
Channel: BEPUphysics
Browsing all 243 articles
Browse latest View live
↧

Source code checked in, #4a8423794ec9

Changing a vehicle wheel's RestLength, Local/WorldDirection, or relevant WheelShape properties should now properly reinitialize the WheelShape's detector.

View Article


Source code checked in, #5f437e4ba600

-The CombinedUpdateable no longer hides the SolverUpdateable's Tag and Space properties. -Vehicle.Wheels now returns a read only collection. (Adding and removing wheels should be done using the...

View Article


Source code checked in, #ff144d792f16

-BEPUik is now correctly included in the BEPUphysics.sln. -Updated project properties to v1.4.0 and dates to 2014.

View Article

Source code checked in, #5b4442d1e28c

-Cleaned up references a bit.

View Article

Source code checked in, #e05b1f2769a8

-Using the default mass Bone constructor now properly forces the local inertia tensor to update.

View Article


Created Unassigned: Terrain heights don't match [17]

Hi,I have created a terrain with perlin noise, I then use the height data array created in a terrain object from your library. The collision works great, however it seems to collide bellow the visual...

View Article

Commented Unassigned: Terrain heights don't match [17]

Hi,I have created a terrain with perlin noise, I then use the height data array created in a terrain object from your library. The collision works great, however it seems to collide bellow the visual...

View Article

Commented Unassigned: Terrain heights don't match [17]

Hi,I have created a terrain with perlin noise, I then use the height data array created in a terrain object from your library. The collision works great, however it seems to collide bellow the visual...

View Article


Created Unassigned: Small error in a property [18]

WheelDrivingMotor.cs:/// <summary>/// Gets the axis along which the driving forces are applied./// </summary> public Vector3 ForceAxis{ get { return ForceAxis; }}should be:///...

View Article


Source code checked in, #2a7e42713866

-WheelDrivingMotor.ForceAxis now returns a value instead of crashing.

View Article

Commented Unassigned: Small error in a property [18]

WheelDrivingMotor.cs:/// <summary>/// Gets the axis along which the driving forces are applied./// </summary> public Vector3 ForceAxis{ get { return ForceAxis; }}should be:///...

View Article

Closed Unassigned: Small error in a property [18]

WheelDrivingMotor.cs:/// <summary>/// Gets the axis along which the driving forces are applied./// </summary> public Vector3 ForceAxis{ get { return ForceAxis; }}should be:///...

View Article

Source code checked in, #69686983f4e2

-WeldJoint now has a constructor which directly takes an anchor, making it a little easier to tune when the automatic guess doesn't do a good job.

View Article


Source code checked in, #bd36543e4de7

-Moved the Threading namespace into BEPUutilities. -Deleted TPLLoopProvider, SimpleLooper, ThreadTaskManager, and SpecializedThreadManager.

View Article

Closed Unassigned: Terrain heights don't match [17]

Hi,I have created a terrain with perlin noise, I then use the height data array created in a terrain object from your library. The collision works great, however it seems to collide bellow the visual...

View Article


Closed Issue: Demo Samples not Working??? [11]

I am not sure what I am doing wrong. I just downloaded the demo sample for Windows Phone 7. I have Visual Studio 2010 Express Edition for Windows Phone 4.0.30319 SP1, XNA GameStudio 4.0 and also I have...

View Article

Closed Issue: FormatException "Unsupported vertex type in mesh." [6]

I am using version "0.16.2.0" for WP7 and trying to call method "TriangleMesh.GetVerticesAndIndicesFromModel". FormatException is thrown.I thought that it is a problem in my ".fbx" file. But then I...

View Article


Closed Issue: Empty Space throws Null Reference Exception [5]

When I declare a new space, instantiate it, and call Update() or Update(dt)I get a null reference exceptionIts source is DynamicHierarchy-UpdateSingleThreaded()This error only occurs if the Space is...

View Article

Closed Issue: ConvexHullShape constructor doesn't remove inner points [3]

I noticed that the ConvexHullShape constructer doesn't call Toolbox.GetConvexHull() to remove points inside the volume. GetSurfaceTriangles() does however call Toolbox.GetConvexHull(), presumably to...

View Article

Source code checked in, #3dc615f2e6b4

-Added BufferPool<T>, LockingBufferPool<T>, and BufferPools<T> for reusable array management.

View Article
Browsing all 243 articles
Browse latest View live