[UNSOLVED] How do I increase stiffness of revolute joint?

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Post » Tue Nov 29, 2016 11:04 am

Hi guys,
I use "Physic: create limited revolute joint" to create revolute joint between "Dot" objects to make a shape by the "Dot". Please,see the movie:
https://www.youtube.com/watch?v=h-nLrhsMDmg
I think the connection is supposed to be stiff, but it is not - it behaves like spring or rubber.

How do I increase stiffness of revolute joint? Any Ideas?
My capx https://drive.google.com/uc?export=down ... VZXbWNTTVU

p/s: I must keep density of red-Dot is 1 and blue-box is 50, because this is necessary for my game

update:
If you Set stepping iterations (Velocity iteration: 10000, Position iteration: 5000). It will stiff and stabilized. This is exactly what I need, but poor performance, so I need a better way.

video compare between "Set stepping iterations" and no "Set stepping iterations"
https://youtu.be/fZetqciO_fk

Here capx I had "set stepping iterations" https://drive.google.com/uc?export=down ... HBBTzFIeUE


Please, excuse my poor English .
Last edited by gameba on Wed Nov 30, 2016 6:39 am, edited 7 times in total.
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Post » Tue Nov 29, 2016 11:49 am

Any suggestions?
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Post » Tue Nov 29, 2016 2:02 pm

well... its using chimpmunk physics behavior... not sure how different that is from the original C2 one... maybe call @R0j0Hound on this one?

but in the default physics you wold increase decrease the joints stiffness... by increasing or decreasing the update ratio of the joints... if you have such thing in your capx...sadly i cant open it ... dont have the behavior installed im to lazy to search for it at the moment. but the idea is basically the same and i think you should have a parameter for Joint Update Ratio:0.3 or something by default
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Post » Tue Nov 29, 2016 2:38 pm

gamecorpstudio wrote:well... its using chimpmunk physics behavior... not sure how different that is from the original C2 one... maybe call @R0j0Hound on this one?

but in the default physics you wold increase decrease the joints stiffness... by increasing or decreasing the update ratio of the joints... if you have such thing in your capx...sadly i cant open it ... dont have the behavior installed im to lazy to search for it at the moment. but the idea is basically the same and i think you should have a parameter for Joint Update Ratio:0.3 or something by default



Sorry, I forgot to remove it before upload. My capx is not use chimpmunk, I use default physic behavior in C2. I update link, thank you
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Post » Tue Nov 29, 2016 3:09 pm

edited version


in your case using revolute joints ... you dont have an update ratio that you can freely modify by just imputing a number in that parametter... i was thinking at distance joints ...


but ...the update ratio here is reacting on how heavy the DOT is and how much friction elasticity it has... all physics values matter/image points/collision box are all affecting the way physics weight force/gravity is applied.

hope my edit version is fixing what issue you had. click on dot object you have and check what i changed its mostly only physics values same for the Blue box
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Post » Wed Nov 30, 2016 3:00 am

@gamecorpstudio
Thank you for your reply, but my issue unsolved. It still behaves like as rubber,wave,shake. I don't want that.

I want to stiff, stabilized. I must keep density of red-Dot is 1 and blue-box is 50, because this is necessary for my game

If you Set stepping iterations (Velocity iteration: 10000, Position iteration: 5000). It will stiff and stabilized. This is exactly what I need, but poor performance, so I need a better way.

video compare between "Set stepping iterations" and no "Set stepping iterations"
https://youtu.be/fZetqciO_fk

Here capx I had "set stepping iterations" https://drive.google.com/uc?export=down ... HBBTzFIeUE
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Post » Wed Nov 30, 2016 4:59 pm

i dont understand what your trying to do, if you want a stiff semicircular dotted thing that is stiff why not use a image that represents the dotted objects? like a fake container, nobody will know but you.


PS you dont need high values of iteration to get them to be stiffed, i increased only the velocity iteration, to about 800 and position stiff to 80 so its around 10% of the above, but its as stiff as you can get and performance wise is pretty good, however if this project is for mobile i dont recommend the physics iteration, since can be very cpu intensive on mobile platforms.
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