R0J0hound's Recent Forum Activity

  • You could use a gear joint to lock the knee at a fixed angle.

    "ratio" should be 1 and "phase" should be the angle you want the knee to be.

    After creating the gear joint you can adjust the phase with the "set joint properties" action.

    For raising the leg you could use a torque or a motor joint perhaps, since that's how creatures move their limbs.

  • The process is basically the same as the other physics examples, add joints between all the sections of rope you want to join.

  • Colludium

    That polygon is concave. The physics behavior breaks concave polygons into multiple convex ones internally. The reason it works is none of those convex polygons likely have more than 8 points, or 16 starting with release 198. The limit is likely an optimization, but instead of giving an error it would be nice if convex polygons with more than 8 points were just split into multiple to allow users to not worry about it.

  • sqiddster

    Maybe a shader that draws the circles, since they're in a pattern. But really the gpu should be faster than that, and on my pc it is outside of web browsers.

  • sqiddster

    My best guess is there may be an optimization in the browser for drawing lines with a width of 1. For the best performance with this plugin you'll want webgl set to off. That way it avoids the need to copy the entire canvas to a texture every frame.

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  • spongehammer

    Max force limits the amount of force a joint can exert. One possible use is to limit motor force. Also it can be used for situations where a things bind up. Without a max force the objects can break free at a high rate of speed once they're no longer bound up.

  • You could do your own collision detection with some math if you want it to be very precise.

    In the attached capx it does point vs ring with gap collision detection.

    The idea is you can find if a point overlaps the ring if the distance from the point to the center of the ring is between the inner and outer radius' and if the angle from the center of the ring to the point is not within half the angle width of the gap from the current angle of the gap.

    Like most math like this it makes more sense if you draw a diagram of it.

  • [quote:180no4fa]outside position updating is worst then web.js for collision games (as pool ) nothing much different...

    I do not understand.

    damjancd and everyone else with encouraging words to say, Thanks, I'm glad this is useful.

  • Sprites share the same image across instances, so if you change one frame all other instances will change too.

    You'll need to use another plugin to allow each instance to have a unique image. The paster plugin can do this, and I think tiledbg can as well.

    There may be others. Here's where to go to find them:

  • For like your picture you can use cos() to calculate the amount to rotate. Grass directly above and below won't rotate at all, and grass directly to the sides will rotate the most. 10 degrees in the following.

    Set angle to 10*cos(angle(centerx,centery,grass.x,grass.y))

  • mattb

    No it doesn't. It's part of the now free chipmunk2d pro version which isn't really portable like the normal chipmunk2d api.

  • Chipmunks collision response is just spongier than box2d as best I can tell.

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R0J0hound

Member since 15 Jun, 2009

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