Search found 2 matches
Search found 2 matches • Page 1 of 1
- Mon Mar 13, 2017 7:57 pm
- Forum: Build Issues
- Topic: Problem with world.DestroyJoint()
- Replies: 1
- Views: 863
I create my joint from Truck.cpp like this and everything works perfectly and responds as intended. hitch = new b2RevoluteJointDef(); hitch->Initialize(trailer, body, trailer->GetWorldCenter()+b2Vec2(0, 3)); hitch->collideConnected = false; _world->CreateJoint(hitch); Then, also from Truck.cpp, I gi...
- Sat Sep 27, 2014 6:31 am
- Forum: General Discussion
- Topic: Pulley Joint that only enforces a Maximum Distance
- Replies: 0
- Views: 2020
I've seen this question everywhere, but I can't seem to find an answer that I can understand and use. I need to tweak the pulley joint so that it acts more like two rope joints instead of two distance joints. I'm actually working in Unity3D so it is the Box2D C# version. I'm fairly certain I need to...