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Thread: Is it possible to create new physics ground objects in-game?

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    Question Is it possible to create new physics ground objects in-game?

    I've been messing around with the physics engine, and the physics ground object works quite well for some ideas I had, but I wanted to give players a level editor that allowed them to place new objects with physics ground masks and it doesn't seem possible.

    For example, I'd like the player to be able to place a pre-built curved surface wherever they want in a level and have it generate a new physics ground shape. I can create new physics ground nodes/objects at runtime, but they don't link to form any sort of collision mask as far as I can tell.

    Can the engine only create physics ground from nodes placed in the frame before running the game/frame?

    If that's the case how hard would it be to implement an action to recalculate nodes in-game (this is obviously aimed at Clickteam because nobody else could know)?

  2. #2
    Clicker Fusion 2.5 Mac
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    Just tried it and I experienced the same problem - I didn't even know you could create new physics ground objects at runtime.

    I guess the main reason to use the physics ground object over a backdrop with collision would be for more complex (i.e. concave) shapes - depending on how you want your level editor to work you could allow players to instead put down objects and have them pasted into the background as obstacles.

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    Quote Originally Posted by marbenx View Post
    Just tried it and I experienced the same problem - I didn't even know you could create new physics ground objects at runtime.

    I guess the main reason to use the physics ground object over a backdrop with collision would be for more complex (i.e. concave) shapes - depending on how you want your level editor to work you could allow players to instead put down objects and have them pasted into the background as obstacles.
    Yeah, I have a lot of experience with level editors, but it is specifically concave shapes that interest me. It also seems to handle angled ramp behavior more consistently (I released a physics game a while back that used individual blocks pasted in to create ramps and I had to code in all kinds of tricks to get them to work decently).

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