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 Post subject: Re: C# port of Box2D.
PostPosted: Tue Mar 31, 2009 10:45 am 
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Joined: Fri Mar 27, 2009 10:03 am
Posts: 6
I give up! Now I have spent hours on trying to install and run some kind of SVN client and make it checkout file source files for me! And what is "anonymous" login???
Could somebody, please, put the Visual Studio project in a ZIP that I can download?
What is the point of making it so hard? I am interested in physics and not hacking.


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 Post subject: Re: C# port of Box2D.
PostPosted: Sun Apr 12, 2009 1:31 pm 
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Joined: Sun Apr 12, 2009 12:46 pm
Posts: 2
@ihar3d

Could you confirm my suspicion?

I'm sifting through your code, specifically joint code. You have a new class LineJoint that appears to be feature-identical to PrismaticJoint. There are a few minor differences such as PrismaticJoint uses properties whereas LineJoint uses accessor methods. Also, the field _refAngle is missing from LineJoint. These classes are meant to do the same, right?

I understand Box2DX is a work-in-progress, but what's the reason for this new class with different name?

*Bleeping* awesome work so far, BTW. Big thanks!


----------------------

@Laban

Don't give up! We all slogged through pages and pages of Google hits to figure it out. You can too!


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 Post subject: Re: C# port of Box2D.
PostPosted: Mon Apr 13, 2009 5:10 am 
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Joined: Mon Jan 07, 2008 10:51 am
Posts: 1911
Line joint allows the two bodies to rotate vs each other, while a prismatic joint does not. It's been ported to the other box2d versions now.


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 Post subject: Re: C# port of Box2D.
PostPosted: Mon Apr 13, 2009 6:08 pm 
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Joined: Sun Apr 12, 2009 12:46 pm
Posts: 2
BorisTheBrave wrote:
Line joint allows the two bodies to rotate vs each other, while a prismatic joint does not. It's been ported to the other box2d versions now.


Let me see if I understand this.

It's like a prismatic joint in that two bodies can move closer to or farther apart from each other. But unlike prismatic joints, those bodies are allowed to spin freely, independent of each other.

Does that sound correct?

EDIT:

I finally got a test running to compare the two joints (I didn't normalize the joint axis so I was getting lots of crashes) and sure enough, both bodies were spinning at their anchor points! Thanks for the help!


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 Post subject: Re: C# port of Box2D.
PostPosted: Mon Apr 27, 2009 9:57 am 
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Joined: Sun Apr 26, 2009 7:57 pm
Posts: 10
Hi everyone,

I am playing around with Box2DX and I was wondering if there was any plan to add EdgeChain to this port ?

Thank you


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 Post subject: Re: C# port of Box2D.
PostPosted: Sun May 10, 2009 10:31 am 
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Joined: Sun Jan 04, 2009 11:03 am
Posts: 48
I've added in EdgeShapes and the StaticEdge's test bed example, but I've no email contact for ihar3d. Is there anyway to see about merging my sources with the main trunk?

I've started bringing the code in line with a more recent tarball of the box2d svn, but controllers are going to take awhile.


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 Post subject: Re: C# port of Box2D.
PostPosted: Sun May 10, 2009 11:19 am 
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Joined: Mon Jan 07, 2008 10:51 am
Posts: 1911
Try PMing him on these boards.


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 Post subject: Re: C# port of Box2D.
PostPosted: Tue May 12, 2009 12:01 pm 
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Joined: Sun Apr 26, 2009 7:57 pm
Posts: 10
Very nice dinedal,
I'm glad to see there is someone working on keeping this port up to date.

I honestly can't wait to try the EdgeShapes in my game, I hope it will get in the main trunk soon.


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 Post subject: Re: C# port of Box2D.
PostPosted: Tue Jun 16, 2009 4:28 pm 
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Joined: Mon Jun 15, 2009 4:34 pm
Posts: 69
It would be great if Box2DX implemented the newest changes from SVN (including the new fixture system mentioned here: http://box2d.org/forum/viewtopic.php?f=2&t=3201)

I'm going to use Box2DX as a base for the new Farseer Physics Engine. Basically a merge of existing Farseer Physics functionality and Box2DX - creating a hybrid.
There is no sense is in our team begin to port code to C# for use in our own engine - It is much better that Box2DX port the code with our help and we then use it as a base.

What is the status on the Box2DX project? and how can we help?


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 Post subject: Re: C# port of Box2D.
PostPosted: Thu Jun 25, 2009 4:51 am 
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Joined: Thu Feb 28, 2008 5:20 am
Posts: 24
Hi All.

Situation is such that I have no time for Box2DX at this moment. But I'm not interesting to kill this project by omission. So if there are people who want to help me with Box2DX, you are welcome! Just send me request on ihar3d@gmail.com

Thanks!


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