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Source code checked in, #9b72b206c158

Added per-component multiplies to Vector2, Vector3, and Vector4. AffineTransform now has ref parameter constructors.

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Source code checked in, #9bc20848358d

BoundingBoxTree now supports removals. StaticGroupShape now exposes an Add and Remove.

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Source 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...

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Source code checked in, #b8093e83330f

-QuickQueue resize should now work properly.

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Source code checked in, #9ddae1e639f1

-QuickQueue resize should now work properly. For real this time. Probably.

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Source code checked in, #beab3ecad0f0

-TerrainShapes with QuadTriangleOrganization.BottomRightUpperLeft now work properly. -QuickList.CopyTo no longer attempts to copy the entire internal array.

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Source code checked in, #e72ab6dacef0

Improved Quaternion.Slerp and Quaternion.CreateFromAxisAngle numerical behavior a little bit.

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Source 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...

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Source 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.

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Closed 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...

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Source code checked in, #71b11c73d560

-EntityMover/EntityRotator summaries improved.

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Source code checked in, #bedf373145aa

-SingleEntityAngularMotor summaries improved. -DistanceLimit with minimumLength of 0 now disables the lower limit.

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Reviewed: 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...

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Source 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...

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Source code checked in, #36fd0eba5d1f

Merged WeldJoint constructor fix.

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Source code checked in, #a81d1b9ad73e

-Fixed a compilation bug when FORCEINLINE is enabled in BEPUutilities.

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Source code checked in, #e6b800cd65c6

-NarrowPhaseHelper.Intersecting now correctly uses the pair.Colliding logic.

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Source 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...

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Source 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.

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Source 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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