Will objects be able to interact with ordinary background objects set as obstacles and calculate collision based on fine collisions or do I have to make everything active objects?
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Will objects be able to interact with ordinary background objects set as obstacles and calculate collision based on fine collisions or do I have to make everything active objects?
Actually, that's justified question. It is possible to enumerate backdrop objects in an extension. Werbad could at least add support for bounding boxes. But I doubt he will, though.
Any news on the development of this?
Except what I wrote on the last page, no. I've been busy lately and haven't had any time for anything else than fixing minor bugs.
When I get time I'll start working on the manual and then I'll be able to start a public beta. The plan is that the manual should include not only good explanations what all actions/expressions/conditions/properties do, but also include some basic info and maybe some introductional tutorials and a troubleshooting section with common errors with solutions. Lack of proper documentation was, in my opinion, the worst part about our Chipmunk version, and I'm hoping to fix that for this version.
On the gravity controller is it possible to set world gravity to 0 so the big cluster would float like in space and not just fall to the ground?
Yes, all the controller does is attract all bodies attached to it. You can freely change the other world settings.
impressive work! I can't wait to try it finally.. Chipmunk was good, but this is awsome. When'll comes out?
hi, its possible to create softbodys ( Example : Game Gish ) in Phizix - Box2D ?
Pretty sure, but if not you could probably combine Box2D with Vectorial Shape and get a similar effect.
Yes it is. There's a soft body example in the original Box2D C++ implementation, which uses a lot of small bodies to simulate soft bodies, I think, it's pretty cool.