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Discussions for Oops! 3D Physics Framework (and more) for XNA
Latest post:
May 27
6:06 PM
3 Posts
First post: arby10101 wrote: I like the oops framework and have a rudimentary working game for tryout purposes. I'm using my normal model import methods. Bu...
Latest post: arby10101 wrote: Thanks for the information! I'll look forward to the new (alpha)beta release. I'm in the process of trying to use different par...
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Latest post:
Apr 30
4:57 AM
3 Posts
First post: basawyer wrote: Fret, I recently started using Oops3D to create a game for a class project and I really like what I see. I am just having ...
Latest post: Ens wrote: This sounds like the problem that Kylawl reported in the issue tracker. Are you creating a QuadTree of adequate size? All objec...
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Latest post:
Apr 22
12:52 AM
1 Post
First post: Kylawl wrote: Assuming the static flag for rigid bodies is intended to be used for static objects, it would be nice if setting the position a...
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Latest post:
Apr 8
1:00 AM
5 Posts
First post: sueds wrote: how can I add some shadow mapping in my game ?
Latest post: FretboardOfFury wrote: Hey sueds, Does the shadow mapping work in the examples without modification? If not, what is happening? I don't have any...
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Latest post:
Mar 3
2:32 PM
2 Posts
First post: extrakun wrote: Hi FretBoardofFury, I have been trying to build 4 collision planes to prevent objects from moving out from the world. Howev...
Latest post: FretboardOfFury wrote: I think you need to make all your plane distances negative. I'll check when my DBP contest code when I get a chance - I did th...
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Latest post:
Feb 25
5:20 AM
4 Posts
First post: KamiSama wrote: Hello, Currently I'm working on a 3D game and I'm searching for a 3D physics engine. I believe (from my experience) that the m...
Latest post: FretboardOfFury wrote: Hi niru, thanks for the interest in my project! I plan on implementing mesh collision but it won't be for a while. I'll ...
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Latest post:
Feb 2
10:43 PM
2 Posts
First post: extrakun wrote: Hi, I have been trying to use the Oops Terrain for collision, and can't seem to get it to work...yet :-P I have resolve...
Latest post: FretboardOfFury wrote: Hi, The changes to the vertex winding look correct. The cellWidth and cellDepth parameters of the CollisionTerrain cons...
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Latest post:
Jan 26
5:17 PM
3 Posts
First post: Kylawl wrote: Hey, I was testing a new system yesterday and I came across something which i think is a bug. If you set the angular dampening ...
Latest post: Kylawl wrote: Is rotation angular velocity or the Euler orientation of the rigid body? Nevermind... LOL, I only need to read my other thr...
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Latest post:
Jan 16
4:01 AM
5 Posts
First post: extrakun wrote: Hi, I run into a problem when using your HeightMap for collision...basically, the code I use to generate my heightmap is su...
Latest post: extrakun wrote: So after spending hours on trying to modify your normal generation code, it could be due to the vertex winding instead. Ouch. I...
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Latest post:
Jan 15
4:28 AM
4 Posts
First post: Kylawl wrote: After updating to the new revision my torque values seem to be very ineffective when both applying torque directly or using the...
Latest post: FretboardOfFury wrote: During each simulation step, the torque applied to the rigid body is always transformed by the inertia tensor (i.e., mass for a...
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