Search found 8 matches

by HughPH
Fri Aug 11, 2017 3:38 pm
Forum: General Discussion
Topic: Rope/distance joint stretches (and "breaks") when I apply load
Replies: 3
Views: 451

Re: Rope/distance joint stretches (and "breaks") when I apply load

So what I've done is register ropes as objects in my own code. All they have is a collection of fixtures. When the player is over some rope fixures, he can start climbing the rope. When that happens, a DistanceJoint is added between the player and the top of the rope (first item in the rope's collec...
by HughPH
Thu Aug 10, 2017 7:48 am
Forum: Java
Topic: Parallel computing?
Replies: 2
Views: 2272

Re: Parallel computing?

7 & a half years later and I'm using LiquidFun and wondering the same thing. After a few thousand particles, everything starts to grind although my CPU usage is low (under 15% - so yes, that means I have an 8 (logical) core CPU and have some parallelisation in my non-Box2D code.) I do wonder if ...
by HughPH
Sat Aug 05, 2017 5:04 pm
Forum: General Discussion
Topic: Rope/distance joint stretches (and "breaks") when I apply load
Replies: 3
Views: 451

Re: Rope/distance joint stretches (and "breaks") when I apply load

I'm starting to think I should find another way to do ropes. The rope should be taught above the player, so I could just attach him to the ceiling - but then it won't be realistic if there are any interactions inbetween the ceiling and the player. Another option might be to simply break the rope, pu...
by HughPH
Wed Aug 02, 2017 5:46 am
Forum: General Discussion
Topic: Rope/distance joint stretches (and "breaks") when I apply load
Replies: 3
Views: 451

Re: Rope/distance joint stretches when I apply load

If I set Frequency and Damping to 1000, it sort-of works, but I'm still not entirely happy with it.

https://youtu.be/T7JkYnJ-Gts
by HughPH
Wed Aug 02, 2017 5:00 am
Forum: General Discussion
Topic: Rope/distance joint stretches (and "breaks") when I apply load
Replies: 3
Views: 451

Rope/distance joint stretches (and "breaks") when I apply load

So I have a climbable rope for my game, comprised of a bunch of tall & narrow fixtures/bodies. I prototyped in R.U.B.E. and this demonstrates the issue quite nicely. Whether I attach the player or not, I can apply (what appears to be a great deal of) force to my rope (fixtures) and one or two of...
by HughPH
Fri Jul 21, 2017 3:35 am
Forum: Miscellaneous
Topic: C++ CLR wrapper and weird behaviour
Replies: 2
Views: 424

Re: C++ CLR wrapper and weird behaviour

Solved: I was passing double instead of float (since I'd seen that it was "float32" in Box2D, and expected that this must be greater than "float" since the number of bits had been specified.) Regarding stuff falling at the same speed: what I meant was that there didn't appear to ...
by HughPH
Thu Jul 20, 2017 8:06 am
Forum: Miscellaneous
Topic: C++ CLR wrapper and weird behaviour
Replies: 2
Views: 424

Re: C++ CLR wrapper and weird behaviour

Prior to this attempt I had more-or-less ported the whole of Box2D to C#, and wound up with everything bouncing like crazy and polygon/polygon collisions causing total chaos: https://youtu.be/h-OqDtJwwjk I've just located the Box2DX source - so maybe I'll instead focus my energy on bringing that up-...
by HughPH
Thu Jul 20, 2017 7:39 am
Forum: Miscellaneous
Topic: C++ CLR wrapper and weird behaviour
Replies: 2
Views: 424

C++ CLR wrapper and weird behaviour

Hello, Box2DX is really out of date and has some bugs (I can't find the bodies enclosing a given point, for example, and applying forces or impulses to bodies seems to do nothing) so I've brought Box2D into VS 2017 and written a very straightfoward static wrapper. Unfortunately: ⋅ Everythi...

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