[BEHAVIOR] Chipmunk Physics

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Post » Sun Aug 10, 2014 11:23 am

I just wanted to test it, added Chipmunk to two different objects and voila:
Image
Anyway, i hope you continue working on this one R0J0, seems pretty promising :)
- Conti
"It's done when it's done"

Shadows of War
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Post » Sun Aug 10, 2014 5:57 pm

@SgtConti
Can you provide more details or a capx where it occurs? I don't get an error when using two sprites. Although tiledBg does seem to have an issue when the hotspot is top-left.

I've been on a break from coding for a bit, but I should be resuming soon.
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Post » Sun Aug 10, 2014 6:48 pm

I tried to find out the issue and tried to reconstruct it in a capx, but i can't :/
I will try to continue find out when it occurs and notify you when i do ;)
Also, is there going to be rotation?
- Conti
"It's done when it's done"

Shadows of War
Buy on Steam ;)
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Post » Mon Aug 11, 2014 8:33 pm

Also, is there going to be rotation?

It already has rotation. Objects rotate on collision and there are actions to set angular velocity and torque. Unless you mean something else?
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Post » Tue Aug 12, 2014 11:07 am

When i used it they does not seem to rotate on collision :/
Is there an option i missed?
Anyway, i found the bug.
It occurs when using Node-Webkit. But it does not occure when using Chrome.
- Conti
"It's done when it's done"

Shadows of War
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Post » Tue Dec 23, 2014 3:13 am

Update #3
* Added expressions for everything and more actions to set object properties including:
-elasticity, friction, collision shape, mass, collision groups and collision layers.
*Added simulation settings:
- stepping mode: fixed or variable
-set fixed mode timestep
- set iterations
-set damping
* Added enabling/disabling and the ability to set immovable or not.

Right now if you change the object size or animation you have to manually tell the shape to update with the "update collision shape" action. I'm not sure if I'll change that... If I make it automatic you'd have a performance hit with animated objects.

Other than that all the functions seem to be working without errors. Feel free to try it out and let me know if you encounter any bugs. The main thing left to do now is polish up the ACE names and descriptions.

@SgtConti I've re-tweaked a lot internally so I'm not sure if that bug was squashed.
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Post » Tue Dec 23, 2014 10:06 am

Update #4
* Forgot a few expressions: forceX, forceY, inertia, angVel
* Added Actions/expressions for angular and linear speed limits.
* Added tagging to the constraints, so now you can reference them later either by the tag or an index.
- along with that you can set the set the max force of a constraint.
- also you can destroy individual joints
* Added a pointQuery and segmentQuery conditions along with appropriate expressions. Can be used to find the closest shape to a point or for raycasting.

I think that's about it, I probably forgot a few things.

Current todo:
* Polish ACE table
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Post » Tue Dec 23, 2014 11:10 am

Many thanks, R0J0hound. Will give this a test over xmas.
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Post » Tue Dec 23, 2014 4:06 pm

This is really turning out great,very promising .
What I know would fill a Book , what I don't know would fill a Library
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Post » Tue Dec 23, 2014 6:26 pm

@R0J0hound

Like to report a bug.

I got "undefined is not a function line 2302" when preview the example in NodeWebkit. Other browsers is ok.
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