Replies: 8 comments 22 replies
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Hi! My name is Simon and I'm using box2d to make a 2D multiplayer space game with realtime physics, that is loosely inspired by FTL. You build ships, you shoot them into pieces, you scavange other ships for their parts and so on. The movement is entirely physics-based and the ships can be arbritrary polygonal shapes, which leads to some interesting problems. This is also why I'm super thankful for the engine and the and the community! I didn't have a lot of knowledge about physics engines prior to working with box2d, and being able to just have a robust engine at hand and ask questions to people also interested in the topic is super helpful! You can get stuck quite hard when developing alone, so another set of eyes/ears is invaluable. Being able to look at the source also helps: It enabled me to extend box2d in places, spot performance problems and get a better understanding about physics engines in general. I'm glad that you made this engine Erin, and that this community exists! Two concrete things I'm doing with the engine right now that might be interesting:
Thats it for now. I'm looking forward to seeing some interesting stuff on here! |
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Hi, I'm using box2d for a classic 2D platformer (single- and multiplayer). http://www.caveproductions.org/ I've recently updated to box2d 2.4.1. If you are looking for things that must have been adopted, check out the commits at: https://github.com/mgerhardy/caveexpress. I've updated the buoyancy controller by Chris Campbell to 2.4.1, too: https://github.com/mgerhardy/caveexpress/blob/master/src/caveexpress/server/entities/Buoyancy.h |
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hey, can i install via apt? |
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https://github.com/mm-longcheng/box2dc |
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Maybe we can give b2AllocFcn and b2FreeFcn a attached parameter: userdata.
I would prefer to transfer allocFcn and freeFcn to b2WorldDef. But it seems that too many changes are needed. |
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Hi. I found a bug, or maybe I don't understand something. In world.c there is a code:
Due to comments in samples user defined fcn can return -1 and it means that ray casting should ignore this shape. But we assign -1 to worldContext->fraction here. Is this a bug or am I missing something? |
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Hi.
The problem is that point.normalImpulse always equals 0. Always. Even if fast object hit the ground. Why could this be? Update: |
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Hi, it's me again) |
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Welcome to Box2D discussions.
Please post long form questions and feedback here for public discussion. If you have a bug report or a small feature request you may file and issue directly
Please start a new topic as needed.
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