[BEHAVIOR] Chipmunk Physics

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Post » Sat Aug 05, 2017 1:41 am

That video is a demonstration of all the joint types, they aren't rope. I think the was an example capx in the first post using a few joints. Any of the other joints should be as easy to use. If any don't make sense you can reference the chipmunk manual for a better description.

I don't think I'll really be getting around to making any other capx.
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Post » Thu Aug 10, 2017 10:02 am

help me please.
Why Object with different masses
fall with equal speed?
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Post » Thu Aug 10, 2017 10:20 am

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Post » Thu Aug 10, 2017 1:16 pm

But. in Box 2d :
Object with different masses Fall with different speed.
How make this in chipmunk 2d?
I need planet earth
i need not vacuum.

i want to , object fall with different speed.
big mass is fast speed fall
small mass is slow speed fall
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Post » Thu Aug 10, 2017 5:29 pm

Box2d doesn't do that.
If you want to apply air friction to an object then apply a force in the opposite direction of motion.

Or you could play around with the linear damping property.
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Post » Thu Aug 10, 2017 9:01 pm

Very very Thanks You!
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Post » Sun Aug 13, 2017 10:25 am

Im curious about performance on mobile, also will this work with C3 ?
'Image'Image'Image
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Post » Sun Aug 13, 2017 10:37 am

You'd have to test it and see how it performs on mobile. I've only tested the html5 export and I was never concerned with performance tests because this is just a wrapper to an existing js library.

Also as with any third party plugin/behavior in C2 it won't work in C3 unless it's converted over. No plans to do so though.
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Post » Sun Sep 17, 2017 5:35 pm

@R0J0hound , I'm having an issue with tile collisions polygons. It seems like the polygons are generated fine when the tile is index of 0, but if it is a different index, like tile 1 or 2, etc, the polygons don't combine together.
Is there a way for me to confirm if this is the case? How can I fix this if it is?

..maybe a bug in the tilemap object??
edit: the tilemap's collision rects property value in debug remains the same when I replace tile type 1 with tile type 0, so maybe it's a chipmunk bug.
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Post » Sun Sep 17, 2017 6:27 pm

Okay, so.. here is some more info..
Seems like if I modify the tile's collision poly, then Chipmunk separates it into another group or something. Moving the points back won't revert it, I had to right click and set the collision poly to bounding box for it to combine properly.
Maybe there is a flag somewhere that is set if you set the poly to bounding box, and it is toggled when moving the points?
Anyways.. kind of interesting.. Basically if a tile is considered a polygon(not bounding box), then it won't combine with tiles that are considered of bounding box type.
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