XNA Final Engine Physics


Physics.jpg

The interface between Bepu and XNA Final Engine does not pretend to wrap the entire Bepu library, but instead, it gives to the user the basic tools to use Bepu in XNA Final Engine without need to take care of the physics-graphics world sync nor collision detection, these points are handled transparent by the interface.

Game objects that are under the control of physics are updated automatically by the engine and the collisions between them can be handled through attached scripts by implementing the corresponding methods (OnCollisionEnter, OnCollisionStay, OnCollisionExit). Also, there are available a couple of Raycast methods in the PhysicsManager that allows to do raycasting and get the hit game object in case of hit or null otherwise. In addition, you can control the physics simulation’s settings trough the PhysicsManager like gravity, solver iterations, etcetera. In the PhysicsManager you have access to the Bepu space through the Scene property.

Besides the interface is still a work in progress you can do a lot of things because you have access to Bepu and the Bepu space (PhysicsManager.Scene). There is great flexibility in this point, you can place joints, constraints, manage materials, etcetera. You can control a game object through physics attaching a RigidBody component which have any Bepu entity you want.


Project description...

| CORE | GRAPHICS | AUDIO | INPUT | ANIMATIONS |

 | PHYSICS | EDITOR | USER INTERFACE | XBOX 360 |



Last edited Jan 27, 2013 at 10:51 PM by jischneider, version 11

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