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Thread: Physics engine/movements/objects and understanding it....

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    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    KLiK-iT's Avatar
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    Physics engine/movements/objects and understanding it....

    When you drop in the physics engine, there are properties to set, but also there are properties to set for the movements that you apply to your objects. Wouldn't that be a conflict?? Soooo,..what does the properties do when you set them for the physics engine? Do they affect the movement properties and the other physics objects? Why is there 2 different settings? Very confusing to me. Also would it be better to use an engine on every object you drop into the frame that you want different effects applied to. Not sure if this makes sense?

    Also there is a bad bug that I reported. You can't switch Physics movements at run time. It crashes. I'm sure CT is working on it. My example, is I want the objects to have #1 physics background movement and #2 physics static movement to cause a collapse of all the objects. To trigger this...click right mouse,...set global value to 1,.....global value = 1 + run this event once,...change movement to #2 for all objects. Seems pretty simple, but no go!

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    Thanks for the bug report. I'll work on it when ... I come to it in my exploration of the bugbox listings.

    Nothing is in conflict with physical movements. If you use the physics engine actions and later the movement / physics actions, they just modify the same parameter. We have put the movement / physics entries to provide a simpler way to change the physics objects.
    And nope, one engine per object is not possible : all the objects are inter-connected, they all reside in one world. One engine per object would mean no collision between any of the objects, which would make the thing useless.

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    Quote Originally Posted by Francois View Post
    Thanks for the bug report. I'll work on it when ... I come to it in my exploration of the bugbox listings.

    Nothing is in conflict with physical movements. If you use the physics engine actions and later the movement / physics actions, they just modify the same parameter. We have put the movement / physics entries to provide a simpler way to change the physics objects.
    And nope, one engine per object is not possible : all the objects are inter-connected, they all reside in one world. One engine per object would mean no collision between any of the objects, which would make the thing useless.
    Thank you Francois, that explains a lot. I'm really enjoying the new movements and much easier than Box2d by far. I'm looking forward to switching movements at run time as this is very important to me, unless there is another way of doing what I want the objects to do. For now, I haven't found a way.

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