I'm having some serious issues with the Physics in C2.
I think I'm just not understanding how they work on a fundamental level I suppose. Maybe someone can educate me on this subject a bit?
One of my big questions is why does adjusting the collision mask on a sprite affect the physics? To me that makes every single option with the behavior such as density, damping etc completely pointless. Shouldn't a collision mask handle collisions and ONLY collisions? Why does that have any effect on how the object behaves when physics are applied?
I spent hours tweaking the values on a physics enabled sprite to get the way it performs just right, only to have all that work negated later when I moved a single collision point around. I guess I just don't get the logic there.
Also something I don't understand is in a top down shooter game I'm working on the player ship is controlled by physics, however any kind of collision mask OTHER than a bounding box will cause the sprite to just fly all over the place when you press the move key.
I'm applying physics to the sprite's origin point, directly in the middle...so why would a different shaped collision mask have any affect on that? Using a box shaped mask is out of the question...but if I don't then you don't have proper control over the sprite.
Are there any ways around this?