User Tag List

Results 1 to 4 of 4

Thread: Using rope physics to simulate plug and cable

  1. #1
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    yuigoto's Avatar
    Join Date
    Dec 2013
    Location
    Brazil
    Posts
    44
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Using rope physics to simulate plug and cable

    Hi!

    I'm trying to build a small prototype that simulates a plug (held by the player) and a cable (made using rope physics) attached to a machine/object, like the diagram below.

    Untitled.jpg

    I'm trying everything I can, but I didn't find a solution where the rope doesn't go crazy, while one of the ends of if stays attached to a static object.

    What's the best solution for this? Attach both ends to an Active with physics applied (one of them sticking to the mouse pointer) or is there another, more reliable way?

    Thanks!

  2. #2
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    UltimateWalrus's Avatar
    Join Date
    Jul 2006
    Posts
    824
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I made some examples of this a long time ago, before Fusion had a physics engine. If you want the rope for only cosmetic purposes, then this may be your best bet, as it's modeled very simply and probably is more reliable.

    However, if you want the rope to be an actual part of physics-based gameplay, you're better off trying to get it to work with the Box2D objects. I've never used them, but if the "rope and chain" object isn't cutting it, you might be able to model your own rope as a series of connected springs.

  3. #3
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export Module
    Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)Android Export Module (Steam)HTML5 Export Module (Steam)iOS Export Module (Steam)Universal Windows Platform Export Module (Steam)
    yuigoto's Avatar
    Join Date
    Dec 2013
    Location
    Brazil
    Posts
    44
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Thanks, Walrus!

    The Spring Chain #2 is exactly what I had in mind. It's not part of the gameplay, just wanted the movement and some basic collisions. :P

    Gotta study now, and try to build this prototype ASAP!

    Awesome website, btw!

  4. #4
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export Module
    UltimateWalrus's Avatar
    Join Date
    Jul 2006
    Posts
    824
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    No problem! And thanks!

Similar Threads

  1. Can I use Physics Chain and ROpe with PMO?
    By Emerson3 in forum Fusion 2.5
    Replies: 7
    Last Post: 29th November 2015, 02:54 PM
  2. RPO (rope physics object cut
    By Darkechibi in forum Fusion 2.5
    Replies: 1
    Last Post: 21st March 2014, 01:25 AM
  3. Rope physics object
    By AndyBazooka in forum Multimedia Fusion 2 - Technical Support
    Replies: 3
    Last Post: 1st February 2014, 09:57 PM
  4. Rope Physics Question
    By piscesdreams in forum Multimedia Fusion 2 - Technical Support
    Replies: 1
    Last Post: 15th December 2013, 01:56 PM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •