Colludium's Forum Posts

  • troshinsky - to make a wheel-like joint that is not constrained to move in one axis, you could try using distance joints. Use a few joints, set one anchor position as the wheel axle and the other to constrain the wheel's movement, each joint acts like a spring. Here's a quick demo.

  • Update v 1.09

    Bug fix: Using Begin Contact, Pre-Solve or Post-Solve to change body params caused a crash because these changes were made during the World time step (not good in Box2D). The plugin now ignores any actions that take place during the World time step - Please do not try to make body changes during these collision registers. Use the End Contact trigger to make any changes after a collision (the trigger will fire after the world step and before the event sheet).

  • Hi troshinsky,

    Glad you like it! This is a limitation of the engine, I am afraid. The Box2D library requires all body/fixture values to remain constant whilst the world time-step is being calculated - and these triggers occur in the middle of a world step. If I can't find a way to prevent this error from happening (ie, delay the body property change until the next tick) then I will ensure that the plugin contains info to explain this.

  • It looks like the movement is not compensating for dt / framerate.

  • Updated to v 1.08

    The following changes have been made:

    • Minimum supported vertex length in Box2D+ is 2.5 pixels. The plugin will delete vertices that are shorter than 2.6 pixels (0.1 px buffer), or the whole fixture will be deleted if it was a triangle. Avoid creating complex shapes during runtime if possible.
    • Modified the Polygon Editor example. Now includes a warning if vertices are too close together.
    • Minimum supported fixture area: 6.25 px sq. The plugin will create a 2.5 px box instead.
    • Added verbose debug option. If the above corrections occur then Verbose: true will cause such actions to be logged to console.
    • Modified the polygon separator function - minor improvement for stability.
  • Update to v 1.08

    • Minimum supported vertex length in Box2D+ is 2.5 pixels. The plugin will delete vertices that are shorter than 2.6 pixels (a 0.1 px buffer), or the whole fixture if it was a triangle. Avoid creating complex shapes during runtime if possible.
    • Modified the Polygon Editor example. Now includes a warning if vertices are too close together.
    • Minimum supported fixture area: 6.25. The plugin will create a 2.5 px box instead.
    • Added verbose debug option. If the above corrections occur then Verbose: true will cause such actions to be logged to console.
    • Modified the polygon separator function - minor improvement for stability.
  • This is easy if you replace the CRs with commas or another separator, for the tokenat to work. Lets say your imported data is in a string variable "InputString". First you have to replace the CR values with commas and load that into a second variable "CSVstring".

    Use the System replace like this:

    CSVstring = replace(InputString, newline, ",")[/code:2wbsh3e8]
    
    Then you can parse through CSVstring using tokenat and "," as the separator.
  • Colludium Nice, I'm experimenting with this. It's quite different from the other physics I've used so it takes some time to get a hang if it Are you working on a physics game using this atm?

    I'm just starting one - a platform game for mobile. You could say that I built this plugin to suit my needs, so 'different' definitely reflects how my brain works! ??

    Let me know if you can think of any ways it could be improved...

  • Updated the limitation in the post above.

  • Please note the following limitation of the plugin:

    There is a minimum fixture edge length that is supported by Box2D+. If an edge is smaller than this limit then Box2D+ creates a large box shape instead (which is not helpful!) I am working on a patch to protect the user from being able to exceed this limitation.

  • Hi radbrothers,

    I think that my plugin probably has similar performance overall compared to the standard asm.js version. There are some differences that I noticed during the stability test comparisson (linked from the main demo in the first post) - on my laptop I found that the standard asm.js failed the stress test at tower heights that my plugin coped with easily (including my plugin registering collisions between the blocks whereas none were tested for in the standard plugin because it doesn't give collision position). It might be a case of different hardware / versions of Chrome cause variations in the way each plugin behaves in each browser. Bottom line - you probably won't notice much difference on most machines, but hopefully this one is better because it's based on a more up to date version of Box2D (r2.3.0 compared to r2.1.alpha).

  • I've ported over my Box2D+ plugin to Construct 3.

    Box2D+ is a port of Box2D r2.3.0 emscripten, with added helper functions. For example: you can obtain the collision shape from the image alpha mask, you can set the collision shape at runtime from a C3 array.AsJSON and you can fuse many object together without any joint fighting (assimilate joint - make an object a fixture on another object).

    Please visit this thread for a description of the plugin (think Physics behavior on steroids) and visit this thread for a description of the Platform helper plugin (think Platform behavior, but with physics and one-way doors, collision filtering, etc).

    The Box2D+ plugin is available here.

    The Platform and Flow (helper) plugins are available here.

    The threads and the itch.io pages contain demo links, so please have a look and feedback here / in the other threads, depending on what flavour of observation you have.

    Happy physics-platforming!

  • Update to v 1.07

    Tweaked the image analysis function. This plugin now also works in Construct 3...!!

  • Update to v 1.06

    Bug fix - added support for Tiled Bacground objects.

    (thanks Anonnymitet!)

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  • nice work, awesome behavior.

    Thank you ??