Monday
Nov252013

I oopsed the forum

The forum is currently being de-oopsed; will update when de-oops process completes.

Update (6:06 PM):

de-oopsed! 

Saturday
Oct192013

Pointers!

I recently posted a couple of suggestions on uservoice that would save me from some future maintenance nightmares and improve the performance and memory usage of BEPUphysics in the long term.

First, it would be really nice to have wide support for unsafe code so that I wouldn't have to maintain a bunch of separate code paths. One of the primary targets of BEPUphysics, Windows Phone, does not currently support it. It would be nice if it did! If you'd like to help, vote and share this suggestion:
http://wpdev.uservoice.com/forums/110705-dev-platform/suggestions/4715894-allow-unsafe-code

Second, generic pointers in C# would make dealing with low level memory management more modularizable and much less painful. I could do all sorts of fun optimizations in BEPUphysics without totally forking the codebase! Here's the related suggestion:
http://visualstudio.uservoice.com/forums/121579-visual-studio/suggestions/4716089-unmanaged-generic-type-constraint-generic-pointe

And, as always, if you want to see the above notifications and others in a slightly less readable format, there's my twitter account

Thursday
Jul042013

Hey, where'd the dependency free version/XNA version go?

I've moved the Dependency Free fork into the main branch. Primary development from here on out will be on this dependency free version. Other forks will have changes merged in periodically (at least as often as major version releases).

If you're looking for the XNA version of BEPUphysics, head to the newly created XNA fork.

I still haven't gotten around to MonoGame-izing the BEPUphysicsDemos and BEPUphysicsDrawer, though, so they still rely on XNA.

Friday
Jun212013

BEPUik v0.2.0 is now available!

You can now grab the 64 bit builds of the full body inverse kinematics implementation for Blender!

Don't forget to follow Norbo and Squashwell on twitter to read tweets about things.

Saturday
Apr132013

Hey, where'd the development fork go?

To avoid confusion going forward, I've killed off the development fork. All recent commits are now visible directly in the source code tab.

Now I just need to get around to setting up the new release...