# [BEHAVIOR] Chipmunk Physics

### » Mon Apr 13, 2015 7:23 pm

Alright. When I'm done, I will get back with my results.
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### » Tue Apr 14, 2015 7:14 pm

@R0J0hound

Hi, I have a question. What integration method Chipmunk use for calculation next point position? Euler, Verlet, Runge-Kutta or something else?

Thanks for response
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### » Tue Apr 14, 2015 8:56 pm

@Tombas
It looks like Euler looking at the source.
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### » Wed Apr 15, 2015 9:20 am

Ok ... I looked into source and yes it looks like Euler. That question was just to be sure. Thanks.
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### » Wed Apr 22, 2015 12:20 pm

Can I get the id of tile (from tilemap) that is collided with my ball (breakout game) with chipmunk?
I have added chipmunk behavior to the ball and the tileset to bounce off the ball if it hits a brick, but I need to know, which brick was collided to remove it.

I have done it based on this topic:
forum/trying-to-understand-tilemap-collision-detection_t94500

but this way i know only the center of my ball at the time of collision.
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### » Wed Apr 22, 2015 4:48 pm

@R0J0hound any plans for minification still? : )
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### » Fri Apr 24, 2015 3:58 am

@heal
I think you should be able to find the collided with tile using the collision point and normal, but I have to think about it. The only issue I can think of is the collision point is on the edge of the tile so you may need to use the normal as well to get a point inside the tile. From there you can find the tile with tilemap's x to tile x expressions. I need to impliment a capx to be sure.

@datapawWolf
I haven't looked into it yet, but I probably should.
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### » Fri Apr 24, 2015 2:35 pm

Thank you R0J0hound!
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### » Fri Apr 24, 2015 6:32 pm

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### » Fri Apr 24, 2015 6:43 pm

@datapawWolf
I should have looked into it earlier, it ended up being dead simple to fix.

Updated to version 2.2c:
* Now with minifier support.
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