Source code checked in, #9b72b206c158
Added per-component multiplies to Vector2, Vector3, and Vector4. AffineTransform now has ref parameter constructors.
View ArticleSource code checked in, #9bc20848358d
BoundingBoxTree now supports removals. StaticGroupShape now exposes an Add and Remove.
View ArticleSource code checked in, #4609df20dfed
-QuickSet and QuickDictionary now default to a 8x size table rather than a 32x size table (oops). -Quaternion.GetAxisAngleFromQuaternion now handles near-zero rotations more accurately. -Matrix now has...
View ArticleSource code checked in, #9ddae1e639f1
-QuickQueue resize should now work properly. For real this time. Probably.
View ArticleSource code checked in, #beab3ecad0f0
-TerrainShapes with QuadTriangleOrganization.BottomRightUpperLeft now work properly. -QuickList.CopyTo no longer attempts to copy the entire internal array.
View ArticleSource code checked in, #e72ab6dacef0
Improved Quaternion.Slerp and Quaternion.CreateFromAxisAngle numerical behavior a little bit.
View ArticleSource code checked in, #f9a067ce7ad1
-BufferPool.GetPoolIndex now permits input counts of 0. -The character's HorizontalMotionConstraint now exposes the accumulated impulse applied to the character through a CharacterAccumulatedImpulse...
View ArticleSource code checked in, #e7266db6f86d
-TwistJoint.WorldAxisB now computes the local axis properly. Oops! -Fixed a few minor documentation issues. -Line drawer can now draw TwistMotors.
View ArticleClosed Unassigned: NuGet Packages [19]
Hello, I downloaded the BEPU packages via NuGet in the Xamarin Studio Package Manager however upon install I get the following error:Could not install package 'BEPUphysics 1.3.0'. You are trying to...
View ArticleSource code checked in, #bedf373145aa
-SingleEntityAngularMotor summaries improved. -DistanceLimit with minimumLength of 0 now disables the lower limit.
View ArticleReviewed: BEPUphysics v1.3.0 (Jan 10, 2015)
Rated 5 Stars (out of 5) - After stumbling upon several other libraries, I found this one to be complete, simple to use, very well documented and up-to-date for XNA 4.0 with latest release on Dec 2013...
View ArticleSource code checked in, #ecf0a58f139d
-CharacterController.ViewDirection now does a bit of verification on set. -Exposed StrafeDirection and ForwardDirection on the HorizontalMotionConstraint. -Fixed a few issues with extensibility in...
View ArticleSource code checked in, #a81d1b9ad73e
-Fixed a compilation bug when FORCEINLINE is enabled in BEPUutilities.
View ArticleSource code checked in, #e6b800cd65c6
-NarrowPhaseHelper.Intersecting now correctly uses the pair.Colliding logic.
View ArticleSource code checked in, #569ca99ae4fd
-TriangleCollidable proxies generated by MobileMesh-related collision pairs should now pool correctly, eliminating garbage. -GroupPairHandlers and MeshGroupPairHandlers now properly handle constraint...
View ArticleSource code checked in, #7e93575c5678
Entity.IsAffectedByGravity replaced with Entity.Gravity, a per-entity gravity which overwrites the Space.ForceUpdater gravity if set to something other than null.
View ArticleSource code checked in, #aeeb08e8831c
CharacterController.MaximumAccelerationForce added. Limits the amount of force the character can apply to accelerate in a target direction. The usual MaximumForce limit is applied after the...
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