Media Summary: I was wrecking my brain trying to come up with an algorithm for network Added some performance (and server) optimizations... the game keeps running at 60+ fps. I have yet to test with loads of people in ... A set of simulations in the new version of the BEPUphysics
Old Killplex Xna Physics Sync - Detailed Analysis & Overview
I was wrecking my brain trying to come up with an algorithm for network Added some performance (and server) optimizations... the game keeps running at 60+ fps. I have yet to test with loads of people in ... A set of simulations in the new version of the BEPUphysics Here's a snapshot from a little project I'm working on. It uses the Farseer Update for multiple contact resolution; code is unoptimised at this point so the number of rigid bodies on screen is fairly limited. I now check for bullet collision on body parts, instead of a bounding cylinder. It's more accurate and allows for scoring by body ...
The enemies were a group, now I can target :) them individually. HP per zombie is being tracked, when 0 they are deactivated. 350 balls this time. Gravity is increased while friction forces are very low. Particle Engine that calculates correct correct collisions between a particle an polygons. IKinema is a production-proven technology for full-body IK animation. Products include run-time middleware for mobile platforms ...