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  • Re: Newton For XNA

    Well, my problem isn't that. I will probably use flat terrain. My problem are collisions, because I don't know how to do OBB collisions, and AABB are sometimes inaccurate... Also, there's collision reaction etc... That's why I need a physics engine :)
    Posted to Game Algorithms (Forum) by ForensicBroom on 10/23/2007
  • Re: Collision Detection - How?n00b time

    He needs collision detection with complex terrain! Well, I guess you could use Newton, like I am trying now, but it has no samples for XNA that demonstrate how to use it properly :(
    Posted to Game Algorithms (Forum) by ForensicBroom on 10/21/2007
  • Re: Newton For XNA

    Thanks Walaber, didn't know about the auto freezing thing. I saw on your site the stunt playground, it's awesome! Also is your JelloCar :) But the thing that is bothering me now are vehicle physics... Let's say I have 4 wheels, and a car body, seperate models. I have an idea to connect the body with the wheels by joints, but don't know how to do ...
    Posted to Game Algorithms (Forum) by ForensicBroom on 10/20/2007
  • Re: Newton For XNA

    There's AddBodyImpulse and it works! Although it flips my cube when I try to apply the impulse to the left or right, forward or backward... Maybe it's because the friction with the floor... I'll need to model a simple tire and try it. Thanks btw :)EDIT: no, without gravity it still want's to flip the cube...
    Posted to Game Algorithms (Forum) by ForensicBroom on 10/20/2007
  • Newton For XNA

    Copy/Paste from ziggyware1st post: You probably know about the newton wrapper for XNA. Well, I've done some experiments, and found (a bug maybe) something very odd. When I set a callback to OnApplyForceAndTorque, and in that method I add something like body.SetForce(new NVector3(0, -9.81, 0)); it works. However, if I add the same line anywhere ...
    Posted to Game Algorithms (Forum) by ForensicBroom on 10/20/2007
  • Making a FPS camera with a weapon

    I need help with making a FPS camera. I made one with the tutorial that comes with XNA, but now I need to know how to position the weapon so it's in front of the camera.Anyone?
    Posted to Game Algorithms (Forum) by ForensicBroom on 5/27/2007
  • Re: Model becomes transparent when spritebatch is drawn

    You could also do this spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Immediate, SaveStateMode.SaveState) It will save the state and when you call spriteBatch.End() it will restore it!  
    Posted to XNA Framework (Forum) by ForensicBroom on 4/14/2007
  • Re: Mesh flickering

    Thanks! My near clip was 0.0001f :)
    Posted to XNA Framework (Forum) by ForensicBroom on 4/12/2007
  • Mesh flickering

    I experimented a little with the skinning sample I've downloaded and I've managed to add it into my own engine. I had several problems like the content processor was attaching the shader while processing the model but I've managed to deal with it. My problem is this. See this picture....  You see the problem. Now, see the good ...
    Posted to XNA Framework (Forum) by ForensicBroom on 4/11/2007
  • Re: What are you working on?

    I'm working on a 3d mini-game for a programming challenge. The game is called Good vs. Evil where you can choose sides and fight with the opponent. Models are pacman's - an angel and a devil! Shooting each other, collecting power-ups that fall from the sky, getting into the Rage mode and Slow-motion :) That's about it! Next, I'll ...
    Posted to General (Forum) by ForensicBroom on 3/25/2007
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