Search found 861 matches
- Sat Sep 08, 2018 8:07 am
- Forum: R.U.B.E discussion
- Topic: Hi, I write a loader for typescript, but not work nomal
- Replies: 1
- Views: 21051
Re: Hi, I write a loader for typescript, but not work nomal
I don't know anything about typescript myself, but how about improving the question... I think you need to first describe what's wrong with the result, otherwise nobody will have a clue how to help you. For example, at least show what the correct result should look like, and explain in some detail w...
- Wed Aug 22, 2018 12:18 pm
- Forum: R.U.B.E discussion
- Topic: Go[lang] JSON loader
- Replies: 1
- Views: 18047
Re: Go[lang] JSON loader
Thanks so much!
- Sun May 13, 2018 4:11 am
- Forum: Box2D tutorial discussion
- Topic: Box2D magic body connection
- Replies: 1
- Views: 20269
Re: Box2D magic body connection
Looks like a simple revolute joint. http://www.iforce2d.net/b2dtut/joints-revolute The box is set to be a fixed rotation body. bodyDef.fixedRotation = true; The bullets are probably dynamic bodies with gravity scale of zero. bodyDef.gravityScale = 0; http://www.iforce2d.net/b2dtut/custom-gravity I t...
- Wed Apr 25, 2018 2:59 am
- Forum: R.U.B.E discussion
- Topic: macOS 64 bit Rube
- Replies: 2
- Views: 20831
Re: macOS 64 bit Rube
Nope. Not with my current build system that uses a cross-compiler, and if they're trashing 32 bit apps they are highly unlikely to be supporting a 64-bit version of the Carbon API either. Personally I am fed up with Apple and their "our way or the highway" approach to unnecessary forced up...
- Sat Apr 14, 2018 2:44 pm
- Forum: R.U.B.E discussion
- Topic: Setting custom mass
- Replies: 2
- Views: 19924
Re: Setting custom mass
No. What you can do is make all the fixtures on the body zero density, and have a single fixture that has the desired mass. Then you can move that single fixture wherever you want to set the center of mass. Of course if you don't want that single fixture to interfere with collision behavior you can ...
- Fri Mar 09, 2018 10:35 pm
- Forum: R.U.B.E discussion
- Topic: Save player view state
- Replies: 1
- Views: 19836
Re: Save player view state
Nope :) If you want to run the simulation for some steps and have the result reflected in the editor scene, you can look in the action menu under "Simulation" -> "Step all bodies". This will allow joints and stacks of bodies to relax into their natural positions, so that there wi...
- Sat Feb 24, 2018 5:20 am
- Forum: Box2D tutorial discussion
- Topic: Add code to the file library Joints
- Replies: 1
- Views: 19943
Re: Add code to the file library Joints
Sure, I don't see why not
- Thu Feb 15, 2018 9:11 pm
- Forum: R.U.B.E discussion
- Topic: importing json justomProperties
- Replies: 1
- Views: 19736
Re: importing json justomProperties
The exported .json is not intended to be re-opened to continue editing. You should use the .rube file to edit and save your scene, and the .json should be a one-way (export only) file. The main reason that the editor is able to re-open the .json files is because the old (free) version of the editor ...
- Thu Feb 08, 2018 3:12 am
- Forum: R.U.B.E discussion
- Topic: changing velocityIterration & timestep
- Replies: 2
- Views: 22103
- Fri Jan 19, 2018 12:03 am
- Forum: R.U.B.E discussion
- Topic: Using Samples scenes on a github repo
- Replies: 1
- Views: 19390
Re: Using Samples scenes on a github repo
No problem