<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="http://www.codeplex.com/rss.xsl"?><rss version="2.0"><channel><title>JigLibX</title><link>http://www.codeplex.com/JigLibX/Project/ProjectRss.aspx</link><description>JigLibX is a direct port of the Physic Engine &amp;#34;JigLib&amp;#34; &amp;#40;Link below&amp;#41;</description><item><title>Source code checked in, #18130</title><link>http://www.codeplex.com/JigLibX/SourceControl/ListDownloadableCommits.aspx</link><description>Small Bugfix in BoxStatic Mesh.</description><author>noone88</author><pubDate>Fri, 10 Oct 2008 16:59:21 GMT</pubDate><guid isPermaLink="false">Source code checked in, #18130 20081010045921P</guid></item><item><title>New Post: AddBodyImpulse() for Bullets</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=37340</link><description>&lt;div style="line-height: normal;"&gt;Hey everyone,&lt;br&gt;
&lt;br&gt;
I am trying to shoot some bullets from a tank, and they seem to be flying off in the wrong direction. I'm sure it's a simple math problem that I've overlooked.&lt;br&gt;
&lt;br&gt;
Basically it gets the rotation and pitch of the tank turret.&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp; direction.X += (10.0f * (float)Math.Sin(tank.TurretRotation - (float)Math.PI / 2));&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; direction.Z += (10.0f * (float)Math.Cos(tank.TurretRotation - (float)Math.PI / 2));&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; direction.Y += (10.0f * (float)Math.Sin(tank.TurretPitch));&lt;br&gt;
&lt;br&gt;
which this should give me the direction vector. What I do next is in my bullet controller:&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; foreach (Bullet b in bullets)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; if (b.Alive &amp;amp;&amp;amp; b.NeedsImpulse)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; bulletVelocity = Vector3.Normalize(b.Direction);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; bulletVelocity *= 300.0f;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; b.Body.ApplyBodyImpulse(bulletVelocity);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; b.NeedsImpulse = false;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br&gt;
&lt;br&gt;
Basically if the bullet hasn't yet had an impulse applied to it, apply the impulse to 'fire' the bullet in the specified direction. The only thing is though that the more I increase the multiplier (300.0f) the more the velocity is wrong. When the turret is at a 90, 18, 270 or 0 degree horizontal angle, the bullet lines up with the crosshair, but anything in between it is off by at most 45 degrees.&lt;br&gt;
&lt;br&gt;
Thanks everyone &lt;br&gt;
&lt;/div&gt;</description><author>AaronD</author><pubDate>Thu, 09 Oct 2008 00:58:44 GMT</pubDate><guid isPermaLink="false">New Post: AddBodyImpulse() for Bullets 20081009125844A</guid></item><item><title>New Post: question about touching objects</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=20815</link><description>&lt;div style="line-height: normal;"&gt;This issue is not what I would called solved,&amp;nbsp;the one line comment makes it slightly better, but SphereMeshCollision still has many issues.&amp;nbsp; Turn on wireframe and draw some of the normals that are coming out of that method, it's all over the place.&amp;nbsp; I don't mean to be negative, just saying it's not fixed.
&lt;/div&gt;</description><author>Eth</author><pubDate>Tue, 07 Oct 2008 19:52:56 GMT</pubDate><guid isPermaLink="false">New Post: question about touching objects 20081007075256P</guid></item><item><title>New Post: error CS1577: Assembly generation failed</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35732</link><description>&lt;div style="line-height: normal;"&gt;strong encrypt it&lt;br&gt;
&lt;/div&gt;</description><author>noone88</author><pubDate>Sat, 04 Oct 2008 22:35:58 GMT</pubDate><guid isPermaLink="false">New Post: error CS1577: Assembly generation failed 20081004103558P</guid></item><item><title>New Post: More .Nety</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=33707</link><description>&lt;div style="line-height: normal;"&gt;Iam not working on this at the moment.... but you are free to do this :)&lt;br&gt;
&lt;/div&gt;</description><author>noone88</author><pubDate>Sat, 04 Oct 2008 22:34:42 GMT</pubDate><guid isPermaLink="false">New Post: More .Nety 20081004103442P</guid></item><item><title>New Post: question about touching objects</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=20815</link><description>&lt;div style="line-height: normal;"&gt;the issue was already solved - search this forum for more details&lt;br&gt;
&lt;/div&gt;</description><author>noone88</author><pubDate>Mon, 29 Sep 2008 20:25:00 GMT</pubDate><guid isPermaLink="false">New Post: question about touching objects 20080929082500P</guid></item><item><title>New Post: question about touching objects</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=20815</link><description>&lt;div style="line-height: normal;"&gt;From my testing I believe the issue resides in the SphereMeshCollision Method, and the collision normal/collision depth&amp;nbsp;that it returns/calculates.&amp;nbsp; Quite noticable if you test with a bunch of spheres on a triangle mesh (plane/bowl/etc) anything where the spheres are suppose to come to rest after a while, you'll notice the large majority of them never do because they are bouncing off of things that they shouldn't be.&amp;nbsp; Cubes do tend to act better with there mesh interactions, not 100% though.
&lt;/div&gt;</description><author>Eth</author><pubDate>Mon, 29 Sep 2008 19:14:55 GMT</pubDate><guid isPermaLink="false">New Post: question about touching objects 20080929071455P</guid></item><item><title>New Post: How do i get the car to roll completely over?</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=36596</link><description>&lt;div style="line-height: normal;"&gt;i have gotten the car to roll over but it just sits on its lid instead of carrying the momentum that it should into completing another roll...&lt;br&gt;
&lt;/div&gt;</description><author>MadHatter</author><pubDate>Sun, 28 Sep 2008 00:53:46 GMT</pubDate><guid isPermaLink="false">New Post: How do i get the car to roll completely over? 20080928125346A</guid></item><item><title>New Post: How do i get the car to roll completely over?</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=36596</link><description>&lt;div style="line-height: normal;"&gt;First off i want to inject my own model as the car, i suppose i have to convert it from .max to .fbx and then substitute it in as the car model to make it easy? and i also want it to be able to carry momentum into multiple rolls if applicable, instead of when it rolls onto its side it just slides and then comes to a stop and rolls back onto its wheels... Also i am trying to change the camera view to the follow the car, and use heightmaps that were saved in a different program as a bmp and xml file. Confused as hell, im new to c , but i am a rampant user of vb :(&lt;br&gt;
&lt;/div&gt;</description><author>MadHatter</author><pubDate>Sat, 27 Sep 2008 22:59:01 GMT</pubDate><guid isPermaLink="false">New Post: How do i get the car to roll completely over? 20080927105901P</guid></item><item><title>New Post: question about touching objects</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=20815</link><description>&lt;div style="line-height: normal;"&gt;Has this issue gotten any more attention? I'm having the exact same issue and have no idea how to resolve it. I've made the effect somewhat less noticeable by tweaking the iterations for collisions and things, but it's still very noticeable. &lt;br&gt;
&lt;/div&gt;</description><author>SimReality</author><pubDate>Sat, 27 Sep 2008 20:44:22 GMT</pubDate><guid isPermaLink="false">New Post: question about touching objects 20080927084422P</guid></item><item><title>New Post: error CS1577: Assembly generation failed</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35732</link><description>&lt;div style="line-height: normal;"&gt;jiglibX doesnt have a strong encrypted name.&lt;br&gt;
&lt;br&gt;
How do i solve this im using visual 2005&lt;br&gt;
&lt;br&gt;
-Fredrik&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Tue, 16 Sep 2008 06:11:58 GMT</pubDate><guid isPermaLink="false">New Post: error CS1577: Assembly generation failed 20080916061158A</guid></item><item><title>New Post: Strange thing happen when creating boxes</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35228</link><description>&lt;div style="line-height: normal;"&gt;Ah what I meant with the collision islands is, if you look at the main overall physics function, in PhysicsSystem.Integrate.&amp;nbsp; This is what it goes through to update everything.&amp;nbsp; One of the functions it does is create CollisionIslands which helps in determining what to activate/deactivate.&amp;nbsp; This is generally correct the first time it creates them, but once items fall asleep, wacky things happen because it only creates these islands with the activate bodies, if you draw the islands you can see strange stuff.&amp;nbsp; Especially if you plan on deleting items from the physics system while the it is running you'll probably have to update this method.&amp;nbsp;&amp;nbsp;
&lt;/div&gt;</description><author>Eth</author><pubDate>Mon, 15 Sep 2008 19:37:32 GMT</pubDate><guid isPermaLink="false">New Post: Strange thing happen when creating boxes 20080915073732P</guid></item><item><title>New Post: What does physicSystem.CollisionSystem = new CollisionSystemGrid(32, 32, 32, 30, 30, 30); do?</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35361</link><description>&lt;div style="line-height: normal;"&gt;Im just wondering becuase when i made it larger i collide with many more objects but i also get a lot of more collisions i guess that becuase&lt;br&gt;
they touch the plane they are standing on. &lt;br&gt;
&lt;br&gt;
I dont really understand it even when i go inside the function sure it sets up a grid and also allocates space for a certain amount of boxes but what &lt;br&gt;
exactly does each parameter do?&lt;br&gt;
&lt;br&gt;
I also noticed a strange thing when the car accelerates and turns in a larger grids it makes small jumps its almost like it touches invisible boxes or something.&lt;br&gt;
&lt;br&gt;
I would be very glad for a reply thanks for a great engine&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Wed, 10 Sep 2008 12:51:57 GMT</pubDate><guid isPermaLink="false">New Post: What does physicSystem.CollisionSystem = new CollisionSystemGrid(32, 32, 32, 30, 30, 30); do? 20080910125157P</guid></item><item><title>New Post: Strange thing happen when creating boxes</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35228</link><description>&lt;div style="line-height: normal;"&gt;I found it, my grid wasnt big enough didnt think of that. &lt;br&gt;
physicSystem.CollisionSystem = new CollisionSystemGrid(132, 132, 132, 130, 130, 130);&lt;br&gt;
before i had&lt;br&gt;
physicSystem.CollisionSystem = new CollisionSystemGrid(32, 32, 32, 30, 30, 30);&lt;br&gt;
&lt;br&gt;
this shouldnt be static values at all i havent had time to change them thou. &lt;br&gt;
is should really be size of the scene.&lt;br&gt;
&lt;br&gt;
thanks for the help Eth.&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Wed, 10 Sep 2008 10:12:14 GMT</pubDate><guid isPermaLink="false">New Post: Strange thing happen when creating boxes 20080910101214A</guid></item><item><title>New Post: Strange thing happen when creating boxes</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35228</link><description>&lt;div style="line-height: normal;"&gt;The weird thing is that i alrady update the boxes separately, i have tried to add the lines object.setActive(); when creating the objects. Nothing new happens.&lt;br&gt;
&lt;br&gt;
i only have around 50 objects on screen so it shouldnt be to much i think.&lt;br&gt;
&lt;br&gt;
Im quite new to jiggleX, when you talk about collision islands what do you mean with islands??&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Wed, 10 Sep 2008 06:21:14 GMT</pubDate><guid isPermaLink="false">New Post: Strange thing happen when creating boxes 20080910062114A</guid></item><item><title>New Post: Strange thing happen when creating boxes</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35228</link><description>&lt;div style="line-height: normal;"&gt;I believe these errors have to do with the&amp;nbsp;collision islands that have some problems.&amp;nbsp; the ones that aren't collidable i'm assuming are inactive and not getting reactivated correctly.&amp;nbsp; I ended up rewriting the portion a bit and having 2 methods, one for the initial creation of the islands and one for updating pre-existing islands.
&lt;/div&gt;</description><author>Eth</author><pubDate>Tue, 09 Sep 2008 19:12:05 GMT</pubDate><guid isPermaLink="false">New Post: Strange thing happen when creating boxes 20080909071205P</guid></item><item><title>New Post: How Rotate the primitive box off center of object</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35274</link><description>&lt;div style="line-height: normal;"&gt;Hi folks...&lt;br&gt;
&lt;br&gt;
Im trying rotate the primitive box (height: 2, lenght: 50, width: 2), but your center of transform exist in your center of object...&lt;br&gt;
&lt;br&gt;
I need center of transform&amp;nbsp;in the corner left...&lt;br&gt;
&lt;br&gt;
please, someone know how rotate this object this way???&lt;br&gt;
&lt;br&gt;
Im using &amp;quot;object.PhysicsBody.MoveTo(translation,orientation)&amp;quot;...&lt;span style="font-size:13px"&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;thanks...&lt;/p&gt;
&lt;/div&gt;</description><author>acarvalhocba</author><pubDate>Tue, 09 Sep 2008 15:18:40 GMT</pubDate><guid isPermaLink="false">New Post: How Rotate the primitive box off center of object 20080909031840P</guid></item><item><title>New Post: Strange thing happen when creating boxes</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=35228</link><description>&lt;div style="line-height: normal;"&gt;&lt;span style="font-size:13px"&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BoxObject&lt;/span&gt;&lt;span style="font-size:13px"&gt; obj;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; Perimeter = 10;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; iterations = 2;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; StartX = -100;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; StartY = -14;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; StartZ = -10;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; stepsX = 18;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; stepDown = 0;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;List&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;lt;&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BoxObject&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;gt; objects = &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;List&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;lt;&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BoxObject&lt;/span&gt;&lt;span style="font-size:13px"&gt;&amp;gt;();&lt;br&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;br&gt;
// in this first loop i create 20 boxes top and bottom , here 7 boxes that i create isnt collidable &lt;br&gt;
for&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; topBottom = 0; topBottom &amp;lt; iterations; ++topBottom)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;for&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; countBoxes = 0; countBoxes &amp;lt; Perimeter; ++countBoxes)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;obj = &lt;/p&gt;
&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BoxObject&lt;/span&gt;&lt;span style="font-size:13px"&gt;(baseGame, FetchModel(&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;PHYS_MODEL_TYPES&lt;/span&gt;&lt;span style="font-size:13px"&gt;.BOX), &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;span style="font-size:13px"&gt;(19.0f, 5.0f, 2.0f), &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;span style="font-size:13px"&gt;.Identity, &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;span style="font-size:13px"&gt;(StartX + (stepsX * countBoxes), StartY, StartZ + stepDown));
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;objects.Add(obj);&lt;/p&gt;
&lt;blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;stepDown += 140;&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;/blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; stepsZ = 15;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; stepLeftRight = 0;&lt;br&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;br&gt;
// in this loop i create 20 boxes left and right , the strange thing is that 3 boxes from this list isnt collidable&lt;br&gt;
for&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; leftRight = 0; leftRight &amp;lt; iterations; ++leftRight)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;for&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; countBoxes = 0; countBoxes &amp;lt; Perimeter; ++countBoxes)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;obj = &lt;/p&gt;
&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;BoxObject&lt;/span&gt;&lt;span style="font-size:13px"&gt;(baseGame, FetchModel(&lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;PHYS_MODEL_TYPES&lt;/span&gt;&lt;span style="font-size:13px"&gt;.BOX), &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;span style="font-size:13px"&gt;(2.0f, 5.0f, 16.0f), &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Matrix&lt;/span&gt;&lt;span style="font-size:13px"&gt;.Identity, &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;Vector3&lt;/span&gt;&lt;span style="font-size:13px"&gt;(StartX + stepLeftRight, StartY, (StartZ+5) + (stepsZ * countBoxes)));
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;objects.Add(obj);&lt;/p&gt;
&lt;blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;stepLeftRight += 150;&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;/blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;&lt;br&gt;
// here i add the boxes i have created to my physList which updates all of them.&lt;br&gt;
for&lt;/span&gt;&lt;span style="font-size:13px"&gt; (&lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;int&lt;/span&gt;&lt;span style="font-size:13px"&gt; countObjects = 0; countObjects &amp;lt; objects.Count; ++countObjects)
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;{&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;objects[countObjects].PhysicsBody.Immovable = &lt;/p&gt;
&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;
&lt;blockquote dir=ltr style="margin-right:0px"&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;true&lt;/span&gt;&lt;span style="font-size:13px"&gt;;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;physProperties.Add(&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;new&lt;/span&gt;&lt;span style="font-size:13px"&gt; &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;PhysEntity&lt;/span&gt;&lt;span style="font-size:13px"&gt;(objects[countObjects], GetPhysID(), &lt;/span&gt;&lt;span style="font-size:13px;color:#0000ff"&gt;true&lt;/span&gt;&lt;span style="font-size:13px"&gt;, &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;PhysicsType&lt;/span&gt;&lt;span style="font-size:13px"&gt;.OBJECT, &lt;/span&gt;&lt;span style="font-size:13px;color:#2b91af"&gt;COLLISION_TYPE&lt;/span&gt;&lt;span style="font-size:13px"&gt;.PLAYER_COLLISION));
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;blockquote&gt;&lt;/blockquote&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;objects.Clear();&lt;br&gt;
&lt;br&gt;
// The thing i wonder is why isnt all boxes collidable when i create them in a similar way. I set all the boxes to immovable but some of them &lt;br&gt;
// i can still go right through like they arent even there i have tested to add the collision skins manually but that doesnt work either. &lt;br&gt;
&lt;br&gt;
Anyone that has any tips.&lt;/p&gt;
&lt;/span&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Tue, 09 Sep 2008 08:28:03 GMT</pubDate><guid isPermaLink="false">New Post: Strange thing happen when creating boxes 20080909082803A</guid></item><item><title>New Post: Creating a trailer</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=34742</link><description>&lt;div style="line-height: normal;"&gt;Hi again in my game i have tried to create a trailer that runs after my car. &lt;br&gt;
&lt;br&gt;
I added a Hinge joint and set values to it. But i cant get the desired effect, when i connect it to my car it looks a little strange and i want the lenght of the hinge to be longer.&lt;br&gt;
So it looks like an actula trailer. i have used these values for testing i dont know if i figured them out wrong.&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; float haldWidth = 0.2f;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float sidewaysSlack = 0.5f;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; float damping = .52f;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 hingeVec = player.GetCar.PhysicsBody.Position - BodyToConnect.Position;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; player.dragHook = new HingeJoint();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; player.dragHook.Initialise(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; player.GetCar.PhysicsBody,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; BodyToConnect,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; hingeVec, // is normalized in this function&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; new Vector3(0.0f, 0.1f, 0.0f),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; haldWidth,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 35.0f,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 35.0f,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; 3.0f * sidewaysSlack,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; damping);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; player.dragHook.EnableHinge();&lt;br&gt;
&lt;br&gt;
// i want the trailer to be able to turn 35 degrees in each direction, and i would like the hingeVec to be larger doesnt look like a hinge currently only looks like&amp;nbsp; a &lt;br&gt;
static trailer with no life at all.&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Tue, 02 Sep 2008 12:50:51 GMT</pubDate><guid isPermaLink="false">New Post: Creating a trailer 20080902125051P</guid></item><item><title>New Post: Separate Collision Responses</title><link>http://www.codeplex.com/JigLibX/Thread/View.aspx?ThreadId=34740</link><description>&lt;div style="line-height: normal;"&gt;If at a certain point i would like an object to stop colliding with my character but still collide with my level how do i do that?&lt;br&gt;
&lt;br&gt;
I know that i can remove collision skins but if i do that my object falls through the ground, i want it to still have collision but not against my player.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/div&gt;</description><author>mrhadley83</author><pubDate>Tue, 02 Sep 2008 12:38:10 GMT</pubDate><guid isPermaLink="false">New Post: Separate Collision Responses 20080902123810P</guid></item></channel></rss>