Wow, great happygreenfrog! I appreciate it, thanks![]()





Wow, great happygreenfrog! I appreciate it, thanks![]()




*Works on it some more*




Okay, sorry about the delay! The second section is done now, so I have a WIP version available, for those who can't wait. It has a example (which is very close to what you make in the second section), and the documentation (which also applies to the EXE version in the coding part of it). If you notice any errors in the tutorial (grammatical or coding), please let me know so I can fix it in the next version.





...I just ALT+F4'd the browser when I was done with my post. I'll try to write it again in short form:
Thanks for your documentation/examples! I appreciate the effort!
I'll explain some things:
The boundary properties actually have been removed from new Box2D library versions, in Flash they don't do anythign. Pos & Vel iterations pretty much what they do, how many iterations are used to process the body movement etc.
Timestep is a coefficient for how much time is processed each step. Should usually be set to 1/FPS, e.g. 0.02 for 50 FPS. Also, custom mass works in Flash now. There shouldn't be any weird results. I think.
Link destruction = If an object is deleted, so is its body and vice versa.
Anyway, thanks a lot for your help!![]()




Okay, good to know. I'll revise my documentation based on that info. I'll put it in a new post here, not the old one, since I can't edit the post with the documentation.




Now I just need to know what "Unit scale" is...




I have a new revision made, but it doesn't have info on "Unit scale". The example remains unchanged, but is still included for those who don't have the previous version.





Thanks for your effortLookin good.
Oh right. The unit scale is basically a coefficient between body (box2d) and object (mmf) coordinates. The default unit scale of 32 basically means that if you create an object at 64, 64, it will internally be created at 2, 2 (since 64/32 is 2). This kind of affects the way the physics are processed. All kinds of length units are divided by this unit length internally. Expressions like 'body X' would still return 64, since they internally multiply by 32 again. This is kinda useful if you want to use meter units, for example. With a unit scale of 32, a 32px object is exactly one meter tall. That means if you use 9.81 as Y gravity, you're accurately simulating earth gravity.




Okay! I guess it will need it's own sub-section in my documentation then, huh? It's kinda hard to make a short version of that in such a small space, so it just says "(Complicated, will be explained in a later section...)" I tried, and I couldn't even fit the last two sentences of your description of Unit Scale in it without it showing up on a new line. I can't have it so that it would be on a new line, because that would bump everything else down, so that's why I need to keep it short when editing existing parts of the documentation. Anyway, the updated version is attached.