Search found 861 matches
- Wed Jan 09, 2013 9:09 pm
- Forum: R.U.B.E discussion
- Topic: Size of body
- Replies: 7
- Views: 19203
Re: Size of body
Measurements in the physics world are not related to the number of pixels in an image, so you can make the graphics at whatever size suits best. For example, let's say you have a platform game where the player characters are 1 unit tall in the physics world, and you want the player character's heigh...
- Mon Jan 07, 2013 9:13 pm
- Forum: Box2D tutorial discussion
- Topic: Directional sensors
- Replies: 7
- Views: 16792
Re: Directional sensors
I think you just need to change the OR here to and AND:
Code: Select all
if ( (fixtureA->GetFilterData().categoryBits == HERO_SENSOR_LEFT) ||
(entityB->getEntityType() == ENEMY) )
- Fri Jan 04, 2013 4:00 pm
- Forum: R.U.B.E discussion
- Topic: Revolution joint limits
- Replies: 2
- Views: 10003
Re: Revolution joint limits
Hi nik Firstly these bodies might be a bit long and thin to get a nice stable simulation, you might want to add a bit more rotational inertia (eg. another fatter fixture, could have collision filter mask set to zero so it doesn't actually collide with anything). However, it seems to run ok though......
- Wed Jan 02, 2013 3:40 pm
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 35421
Re: Get body by name
Glad to hear you got it sorted out
- Wed Jan 02, 2013 3:06 am
- Forum: R.U.B.E discussion
- Topic: javascript json export for indie games
- Replies: 6
- Views: 16834
Re: javascript json export for indie games
Well, "horses for courses" as they say. I agree that if there is any single language that could be nominated as the most useful, practical, efficient etc over the past, present and no doubt long into the future, C++ would be it. But that doesn't mean scripting languages don't have any adva...
- Tue Jan 01, 2013 3:19 pm
- Forum: Feature requests
- Topic: Instantiable object as sub-scene
- Replies: 2
- Views: 10110
Re: Instantiable object as sub-scene
The 'instantiable object' would behave like a template that could be used to place many similar things around the scene, all referencing the same master object template. Editing the master object would cause all instances of that object in the scene to be changed. So in the .rube/.json file, there w...
- Tue Jan 01, 2013 3:01 pm
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 35421
Re: Get body by name
It looks like you are using the source code from this page: http://www.iforce2d.net/b2djson/ which only handles the JSON produced by the older free version of RUBE which does not know anything about images. Use the b2dJson sources included with the RUBE download, they include the support for images....
- Tue Jan 01, 2013 2:50 pm
- Forum: R.U.B.E discussion
- Topic: javascript json export for indie games
- Replies: 6
- Views: 16834
Re: javascript json export for indie games
Being able to run your game in a browser is obviously the main advantage, but there are many others... cross-platform by nature, instant distribution to any browser on the planet, less worries about memory management, no compile time, easy networking capability, easy image loading, easy serializatio...
- Mon Dec 31, 2012 4:19 pm
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 35421
Re: Get body by name
Yes you would need to add a declaration in the header like that.
I'm not sure why those errors would happen.... would you be able to attach/pastebin the b2dJson.h file?
I'm not sure why those errors would happen.... would you be able to attach/pastebin the b2dJson.h file?
- Sun Dec 30, 2012 6:12 am
- Forum: Box2D tutorial discussion
- Topic: javascript clock demo
- Replies: 5
- Views: 15116
Re: javascript clock demo
The original source is included in the trial version download. I figure smart people like yourself will look at the html in the demo page to see what's going on, but it has to be commented there to avoid messing up the page. The actual loading of the scene is done in the createWorld() function in th...