Phizix - Box2D Ragdoll Test
I have gotten quite a lot done on Phizix these last days and have almost finished all Actions. So just for fun I converted the ragdoll test from the Box2D testbed.
You can test it here
Some features it shows are Continuous Collision Detection and Joint limits. Press Space to toggle Debug Draw.
Re: Phizix - Box2D Ragdoll Test
Wow this is awesome!
I can't wait to get the new Phizix object with Box2D!
So what's the difference between Box2D and Chipmunk?
Re: Phizix - Box2D Ragdoll Test
wow nice, looks extremely weird tho.
Re: Phizix - Box2D Ragdoll Test
The Walls have 2.0 in elasticity launching anything that hits them at high speed. The balls are moving at around 200m/s -> 6400 px/s.
There are a lot of differences between the engines. I'll make a list of the major differences in functionality/interface later. One of the greatest differences is CCD. Without it the balls would leave the screen instantly due to tunneling through the walls.
Re: Phizix - Box2D Ragdoll Test
Re: Phizix - Box2D Ragdoll Test
Poor ragdoll man is getting pummeled. XD
Also, no gravity?
Re: Phizix - Box2D Ragdoll Test
Due to the high speed of the balls (6400 px/s) the gravity isn't really noticeable...
Re: Phizix - Box2D Ragdoll Test
Re: Phizix - Box2D Ragdoll Test
Could be great to have another demonstration where we can move the ragdoll with left mouse key and launch a temporary ball with right mouse key (without the elastic walls). :)
Great job Werbad ! :)
Re: Phizix - Box2D Ragdoll Test
Well, the mousejoint is actually implemented in the ragdoll demo, but it's kind of hard to affect the ragdoll with all the balls constantly hitting it. I'm currently working on a testbed containing some examples. I'll upload it when it's finished.
Edit:
Finished the testbed, it has 5 tests at the moment.
http://www.mediafire.com/?tm44flbjfh1
Building Blocks: A simple Demo where you can play around with simple blocks.
Joints: A display of all Joint types.
Bullet: A canon to show bullet (CCD) features.
Raycasting: Shows the raycasting features as a beam reflecting off bodies.
Sticky Bodies: Results from playing with the collision callback system.