... More physics and all the things

Discussion and feedback on Construct 2

Post » Sun Sep 14, 2014 9:07 am

@Ashley Now that the "precious CocoonJS" is deprecated, could this be a potential change to the physics engine in the short, mid, or long term?
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun Sep 14, 2014 9:42 am

I certainly hope so. Its way past due.
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Post » Sun Sep 14, 2014 8:19 pm

...not to mention a couple of asm.js bugs that need fixing as well, if at all possible.
A big fan of JavaScript.
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Post » Mon Sep 15, 2014 9:51 pm

@Colludium - from what I think I know, those bugs may not be fixable in asm.js - Which ones are you referring to? Disabling collisions is the only one I can think of right now - Which would be nice to be sure.

As for Aphrodite's question, I hope so too :D
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Post » Mon Sep 15, 2014 10:00 pm

@ruskul, there's also a max of 8 polygon corners allowed per object iirc. Not so much a bug as a limitation that might catch you out.
A big fan of JavaScript.
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Post » Tue Sep 16, 2014 9:07 pm

@Colludium - I did not know about that! that;'s good to know. Stuff like that can really make debuging something a frustrating experience depending on how the limitation exposes itself at runtime.
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Post » Tue Sep 16, 2014 9:35 pm

@Aphrodite I know cocoonjs is full of problems, but you seem to have a personal feud with them XD
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Post » Tue Sep 16, 2014 10:05 pm

vitorfgd wrote:@Aphrodite I know cocoonjs is full of problems, but you seem to have a personal feud with them XD


I just dislike (like a lot) when bad or unstable solutions are used without thinking about the future, and the fact cocoonJS lacks of communication, organisation and support is a well known fact, it is not done to be C2 compatible, so there is no reason for scirra to show it or even propose it as a potential exporter.

And in this case, the box2D web physic engine was kind of nerfed in its functionnalities partially because of the physic engine of cocoonJS.

I will agree that I have a lot of personnal satisfaction with it being deprecated, however if one day it becomes stable, with a clear path, and good communication, then I could go back in my judgement (PS: I know the people behind it are not just wrong people, they have problems and I understand that, but the product just does not cut it for me.)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Sep 17, 2014 5:52 pm

@Aphrodite - I agree completely.
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Post » Fri Oct 17, 2014 2:01 am

Ashley wrote:We currently maintain support for 3 different physics engines and it makes it very difficult to make changes while maintaining compatibility. If we dropped support for CocoonJS physics it would be easier, but then that would probably upset everyone using CocoonJS.


CoccoonJS is done now, yes?


Any thought to adding the following? The first 2 only take an hour or so to add in (I know, because I did!)

-Kinematic bodies
-prismatic joints

-chain shapes (Without chain shapes, level design revolves around avoiding internal collisions - the collision polygons that the tile map makes just don't work with anything sliding along surfaces... )
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