
Search found 14 matches
- Sun Apr 21, 2013 10:34 am
- Forum: Box2D tutorial discussion
- Topic: Debugdraw with OpenGL ES 2.0
- Replies: 2
- Views: 14577
Re: Debugdraw with OpenGL ES 2.0
Okay thanks, I think I grasp what happened. I will have to code the actual drawing of those lines and polygons, etc, using Open GL ES 2.0. 

- Sat Apr 20, 2013 10:15 am
- Forum: Box2D tutorial discussion
- Topic: Debugdraw with OpenGL ES 2.0
- Replies: 2
- Views: 14577
Debugdraw with OpenGL ES 2.0
Hi, I was using Rube with the Sparrow framework for my iPhone game. Recently, Sparrow upgraded to 2.0 and switched from using OpenGL ES 1.1 to 2.0, and that changed a few things. Basically I have to re-implement a few things, like that the debug draw class I had been using became depricated. It's th...
- Wed Jan 23, 2013 7:58 am
- Forum: R.U.B.E discussion
- Topic: Collision filtering confusion
- Replies: 2
- Views: 14774
Re: Collision filtering confusion
Thanks, that really sorted stuff out for me! That trick you do in rube should be really handy. If you ever implement improved functionality for handling this in rube I know I'll be one happy guy
Keep up the good work.

- Tue Jan 22, 2013 7:06 pm
- Forum: R.U.B.E discussion
- Topic: Collision filtering confusion
- Replies: 2
- Views: 14774
Collision filtering confusion
Hey, I'm sure this is a really simple question but I must admit I'm really confused by collision filtering in rube. In the filtering tutorial available on the site you mention how a fixture can collide with other fixtures by code such as: BOUNDARY | FRIENDLY_SHIP | ENEMY_SHIP etc. However, I can't f...
- Wed Jan 02, 2013 11:23 am
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 60660
Re: Get body by name
Oh that makes sense. I did read somewhere that you'd need to copy the examples from the rube trail to your real version but I forgot to do it. I pasted the function into the right cpp now, and I'm only getting one error in b2dJsonImage_OpenGL.h : #include <GLUT/glut.h> gives me "GLUT/glut.h not...
- Tue Jan 01, 2013 1:22 pm
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 60660
Re: Get body by name
I've attached how the .cpp and .h looks for me at the moment with errors.
@metalbass_92 – I'm not sure. I thought just pasted it to be one of the functions within the existing class.
@metalbass_92 – I'm not sure. I thought just pasted it to be one of the functions within the existing class.
- Mon Dec 31, 2012 2:34 pm
- Forum: R.U.B.E discussion
- Topic: Get body by name
- Replies: 12
- Views: 60660
Re: Get body by name
I was about to test your code but ran into some trouble. in b2dJson.cpp I pasted your attached function but I seem to get some xcode issues. I assume I have to declare some functions and vars in the .h file as well? my C++ knowledge is low. I use Objective-C++ for my iPhone game. in b2dJson.h: Tried...
- Mon Dec 31, 2012 1:37 pm
- Forum: Feature requests
- Topic: My requests
- Replies: 4
- Views: 27976
My requests
Hi, The more I work with Rube the more features I'd wish to see in future versions pops up in my mind :) Here's extremely short list so far: Layers You might have a bunch of bodies really close or they do different things. It'd be great to be able to sort them into categories/layers in a panel simil...
- Sun Dec 30, 2012 9:35 pm
- Forum: Box2D tutorial discussion
- Topic: Flip a character
- Replies: 4
- Views: 23835
Re: Flip a character
Yes, it will definitely need some sort of transition to cover up the switch
- Sun Dec 30, 2012 7:28 pm
- Forum: Box2D tutorial discussion
- Topic: Flip a character
- Replies: 4
- Views: 23835
Re: Flip a character
Thanks, for the info! Bummer there's no better way. But maybe a mirrored version isn't that bad after all. I was thinking it would be heavier since you'd have to setup those bodies etc, but then again they won't be in the simulation until needed. I guess the jitter could be minimized with some decen...