Colludium's Recent Forum Activity

  • Hi matriax,

    [quote:20j95b4e]Your physics behaviour fixes the default physics behaviour problem on creating/destroying lots of instances?

    I imagine that if you spawn a huge number of objects then you could run into memory problems. However, I just tested a spawn of 1000 circle shapes and there was no problem on my poor old laptop. I don't know what caused that error you showed in the standard Physics plugin - the Box2D+ is more a up-to-date version of Box2D, but it may well carry the same limitation.

    [quote:20j95b4e]I saw your samples on you draw a polygon and this one falls with physics,etc... your physics behaviour can do that? or there is any kind of helper like the platform Box2D+ but for destruction?

    Box2D+ allows you to change the collision shape at runtime to anything you want. You just define the shape in an array object (vertices as fractional values of width/height to describe points measured from the midpoint - ie, a bottom right corner would be [0.5, 0.5]) and then load it into the object as an array.AsJSON; the plugin does the rest. You can have any polygon shape you want as long as it's simple (no crossing edges, or the plugin will give you a box shape), convex or concave are supported of course. It's not magic - but I like to think it's a helpful port of Box2D . The demo I created used Canvas objects to draw the shapes with the same vertices loaded into the Box2D+ plugin to assign the shape in the behavior. The plugin has an acceptable shape check and that was used in the demo to stop the drawing if the shape was about to become complex.

  • Colludium

    is it possible to set collision category&mask bits for object instances individually?

    or only object types?

    Hi. Yes, collision filtering settings are defined per instance.

  • Fixed for me

  • WOW ! it seems very useful for me . Is this plugin compatible with (cocoon canvas + ) export ?

    Hi - I hadn't developed it for cocoon.io. However, I just tested a project.zip in the cocoon developer app and it didn't work, so I guess that it's not compatible with Ludei's accelerated canvas...

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  • Update v 1.12

    Bugfix: Setting rotational velocity clamp set an incorrect value.

  • Update v 1.11

    Bugfix: Expression Angle of Motion

  • just bought your addon for construct 3. Im struggling with impulse at angle. Can you help me by this? i want the box to go at the direction the mouse is at for example: angle(Self.X,Self.Y.Touch.X,Touch.Y). The box only starts rotating but dont go to the direction of the mouse, i dont know why?

    Hi Xh3maa,

    Your problem helped me find a bug (thank you!) although the bug may not have been the cause of your problem. If you apply a force or impulse to an object and don't want it to rotate then you have 2 options:

    • Apply the force at the center of mass. The Center of Mass X and Y values are Expressions in Box2D+. If the origin is not in the center and/or the body's shape is not symmetrical about the origin then this is the only way to do this accurately.
    • Alternatively you could set the body Prevent Rotation to True, if you don't want to use the Center of Mass Expressions.
  • Update:

    Bugfix, v 1.10

    Fix angle calculation in apply impulse at angle Action.

  • Great, thanks for porting this over. Playing with it now (the demo).

    Thanks

    Updated to v 1.10 - bug fix.

    Edit - now v 1.12 - bug fixes.

  • 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.

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Colludium

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