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 Post subject: Re: 2.0 Progress Update
PostPosted: Mon Jan 21, 2008 3:50 pm 
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Joined: Mon Dec 17, 2007 10:11 pm
Posts: 185
This sounds very exciting!


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 Post subject: Re: 2.0 Progress Update
PostPosted: Mon Jan 21, 2008 9:53 pm 
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Joined: Fri Sep 28, 2007 7:49 am
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I don't suppose you'll be presenting any of this collision stuff this year at the GDC?

The collision tutorials from previous years presented collision detection (and even some continuous test), but never how to integrate them with a constraint solver/simulation..


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 Post subject: Re: 2.0 Progress Update
PostPosted: Mon Jan 21, 2008 10:58 pm 
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Joined: Thu Sep 06, 2007 12:34 am
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I'll be showing some demos (basically stuff you can already see from SVN). However, my time budget (about 45 minutes) only gives me enough time to cover the basics of constraint solvers.

Also, I'm figuring out continuous physics as I go, so it is not well baked. I've been in the same boat as you. There is a huge vacuum in the literature on this topic.

I'll be at the GDC all week. I'd be happy to chat with you (or anyone else interested in Box2D). If there is enough interest, we can organize a Box2D lunch.


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 Post subject: Re: 2.0 Progress Update
PostPosted: Mon Jan 21, 2008 11:32 pm 
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Joined: Sun Dec 02, 2007 6:29 pm
Posts: 100
My game project works fine with the new version. Hurrah!

I had to change Damagable::Damage and Bullet::Collide so they deactivate themselves (removing collision bodies) in a post-collision update instead of immediately, but that wasn't entirely unexpected and it's something I should port back to the main branch of the project. I also had to update the revolute joints generated by links between collidable entities with proper anchor points and reference angles. Aside from that, though, it wasn't too hard.

I haven't noticed any problems so far, so I'll be upgrading the main branch to use the new version after testing a bit more.


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 Post subject: Re: 2.0 Progress Update
PostPosted: Tue Jan 22, 2008 6:13 am 
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Joined: Wed Dec 19, 2007 1:19 pm
Posts: 34
This sounds awsome!
Our small team will proabably make the switch to 2.0.0 anytime soon, since it now seems to have exactly what we're missing.

I'd love to be able to come to GDC and hear your presentation Erin, but I'm afraid it's a bit too expensive for me as a student at the moment. ;)

But... A prototype of the game we're making will most likely be there, probably behind closed doors though... :)


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 Post subject: Re: 2.0 Progress Update
PostPosted: Tue Jan 22, 2008 11:56 am 
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Joined: Fri Sep 28, 2007 7:49 am
Posts: 61
Hopefully this year I'll be able to make it to the physics tutorials -- last year I got appendicitis the day we arrived in SF!


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 Post subject: Re: 2.0 Progress Update
PostPosted: Thu Jan 24, 2008 1:33 am 
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Update:

I checked in a new contact listener and hooked it up to the testbed. It supports Add, Persist, and Remove events for each contact point. This leads to some nice visualizations in the testbed (see the pyramid).

My hope is that this listener will work well with sounds and game logic.


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 Post subject: Re: 2.0 Progress Update
PostPosted: Fri Jan 25, 2008 4:04 am 
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Joined: Sun Dec 02, 2007 6:29 pm
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It doesn't seem to be calling the listener for sensor shapes.


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 Post subject: Re: 2.0 Progress Update
PostPosted: Fri Jan 25, 2008 11:07 am 
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Ah you are right. I wanted to make sure the callbacks have the most recent forces, but of course sensor contacts don't make it into the simulation islands.


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 Post subject: Re: 2.0 Progress Update
PostPosted: Fri Jan 25, 2008 11:47 am 
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Joined: Sun Dec 02, 2007 6:29 pm
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I found out after checking the application changes into my local SVN repository, of course... :D

Everything seemed to be working great except the sensor shapes that mines use to trigger detonation. I don't use sensors much, but they're really useful for specialized cases like that.


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