[BEHAVIOR] Chipmunk Physics

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Simple yet very life-like rag doll made with Physics!
  • R0J0hound

    Hi, thank you for this powerfull tool!

    I have impluse at angle with box2d Physic working perfectly on my game. Calculate on a distance between the ball and my charactere (like Angry Bird but at 360°)

    I tried to apply impulse at angle with Chipmunk but i can not find how to make it.

    I don't understand where i'am wrong... any idea ?

    Images:

    https://www.dropbox.com/s/r718iqysbfqif4y/1.jpg?dl=0

    https://www.dropbox.com/s/zb9h6osbguhfphn/3.jpg?dl=0

    https://www.dropbox.com/s/yxpvze70ymzmawv/2.jpg?dl=0

  • SuperSushi

    In you second image change the top "rect" to "polar"

    Rect lets you give a X and y impulse

    And polar lets you set an angle and direction like the physics action you used in the first image.

  • R0J0hound

    Yes, that's it !

    Thanks a lot

  • hi thx for this plugin, but can you tell me how I make simple orbit in this plugin? im try to do it with polar orbit but its confusing to place the numbers

    how to calculate it for orbit around one other object from other object?

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  • BereLaDD33

    First set gravity to zero. Then you can google two formulas.

    The first is "universal gravitation". It's a formula for calculating the force between two objects. Basically every tick you'd apply the force calculated by that equation toward another object.

    The "G" value you'd tweak to be more of the scale that fits onscreen. You may also tweak the object masses.

    The second formula is "orbit velocity". Basically take the angle from the moon to the earth, add or subtract 90, and set the velocity of the moon in that direction with the result of the formula.

  • R0J0hound First of all, this is looking really great. Thanks for all the effort you've put into making and maintaining this.

    I'm trying to convert a normal Physics game to Chipmunk, and replaced all functions with what I think are exact Chipmunk equivalents. The objects move at vastly different speeds, so I am wondering if the Velocity values are represented differently. Is there a simple way to convert the values? I have a hunch it's by a factor of 60 due to dt stuff but I figured you would know better.

  • ryguydavis

    By default the timestep for chipmunk is set at 1/30, so at 60fps the speed will be double. You can change the timestep to 1/60 for the speeds to be the same.

  • R0J0hound Wow that's much simpler than I expected. Thanks a lot.

  • Okay, so can you tell me bluntly; are Chipmunk Physics superior to the vanilla C2 physics? &&&&

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    HAPPY NEW YEARS !!!

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  • adcornaglia , I only use this Chipmunk physics plugin now- I don't use the default physics. This plugin has a lot more features.

  • Hey all!

    What am I doing wrong?

    I tried to create a pinball flipper, but the pivot point is a bit "sloppy". I tried to change the "PAD_FORCE_STRENGTH" too, but it does not help. (I want it to move quickly anyways.)

    It is obviously moves away from its original position, then slides back after a while. Is there a way to get rid of this extra movement? It looks like I am using the wrong joint, because it is not the "pin" like in the default physics.

    Thanks for your replay and help!

  • hey, i'm a complete beginner on physics... Should i start straightaway with chipmunk, or would it be better if i master first (and i'm far from mastering nothing as for now) the basic C2 physics?

  • Borgi

    Best I can tell the force pulls the joint out of place. Maybe try a torque instead?

    Either would be fine to use.

  • R0J0hound

    Would you mind checking this example? https://drive.google.com/open?id=0B6SE3 ... mJTemxHOUE

    Hopefully I am doing something obviously wrong but I can't seem to spot it. I am trying to attach the crack to image point '1' and then have it turn. It seems to always setup the joint to the origin through and cause it to move strange.

    Thanks,

  • Mayfly

    You probably shouldn't set the position or angle of objects connected by joints. Disable the action that sets the angle and the objects pivot correctly. Try a gear joint with a ratio of 2 between crankRear and fw.

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