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Thread: Phizix - Box2D

  1. #11
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    Re: Phizix - Box2D

    Thx,

    Excellent object!!!
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  2. #12
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    Re: Phizix - Box2D

    OK, but what about the lines? I don't think this is what was intended, and it wasn't like it in any of the previous versions.

    http://www.LB-Stuff.com/MMF2/Box2D_LineBug.png
    Working as fast as I can on Fusion 3

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    Re: Phizix - Box2D

    That's the debug draw that I left in after my bug-fix. Remove the overlay and the event if you don't want it.

  4. #14
    Clicker Multimedia Fusion 2 Developer

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    Re: Phizix - Box2D

    is it correct that it is only possible to attach one active to one body at once or it will crash? Could this be a possible feature?

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    Re: Phizix - Box2D

    You should be able to attach as many actives as you want to a single body. If it crashes it's a bug that must be fixed.

  6. #16
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    Re: Phizix - Box2D

    then I guess it is a bug. I'll try to single out the error.

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    Re: Phizix - Box2D

    Just out of curiosity, the current Box2D version implemented for MMF2 can do this? http://tim.kerchmar.com/prototypes/RopeBurn.html

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    Re: Phizix - Box2D

    It can be done with a distance joint, but you need to destroy and recreate it every time you extend or shorten the "rope" as Box2D doesn't support changing the length after a joint been created. I believe that demo does in fact modify the length, but it is not supported by default. You can see the problem with doing so by extending the rope into one of the walls.

    Alternatively it can be created with a Revolute Joint, a Prismatic Joint and a dummy body at the anchor. You can then use the 2 joint's motors to handle the motion.

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    Re: Phizix - Box2D

    hmm I'll try. Thanks Jonas!

  10. #20
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    Re: Phizix - Box2D

    Sorry to bump this old topic.

    Is it possible to have anti-matter? It would be really useful for, say, a Worms game where you would have the play area, and then apply circular anti-matters on explosions that would then negate the effects of the collision bodies on overlap areas.

    if that made any sense :P

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