Search found 861 matches
- Mon Jul 03, 2017 7:18 pm
- Forum: R.U.B.E discussion
- Topic: Y axis invert
- Replies: 1
- Views: 20188
Re: Y axis invert
The first thing I would suggest is to just invert the entire drawing 'canvas' (or whatever the drawing surface is called) when rendering the scene, so that the physics data itself does not need to change. After all, it is only the "screen coordinates" of your rendering API that are causing...
- Sun Jun 11, 2017 3:40 pm
- Forum: Box2D tutorial discussion
- Topic: (Java/LibGDX) Weak/Unresponsive Movement
- Replies: 3
- Views: 26290
Re: (Java/LibGDX) Weak/Unresponsive Movement
The way you mention velocities being capped suggests to me that you are dealing with things in the wrong scale. Box2D only caps velocities when they are very high, like around 432 km/h or so (http://www.iforce2d.net/b2dtut/gotchas#speedlimit) Typically this problem shows up when people try to use pi...
- Sat Jun 10, 2017 9:52 am
- Forum: Box2D tutorial discussion
- Topic: (Java/LibGDX) Weak/Unresponsive Movement
- Replies: 3
- Views: 26290
Re: (Java/LibGDX) Weak/Unresponsive Movement
This is a pretty common complaint about using a physics engine for character control. I'm afraid most solutions end up being pretty hacky and you are in for an uphill battle to get a universal control method that can be used for all phases of movement. If you want some more interest in your question...
- Tue May 23, 2017 2:47 pm
- Forum: Bug reports
- Topic: Spacebar should open menu
- Replies: 3
- Views: 26318
Re: Spacebar should open menu
With the one that was giving you problems, can you try turning on debug logging (the "Show debug messages" checkbox in the 'Debug' tab of the Preferences dialog) and see what shows up in the log file (rube.log) when the program is started? Start it in the same way you were doing that gave ...
- Sat May 20, 2017 8:56 am
- Forum: Bug reports
- Topic: Spacebar should open menu
- Replies: 3
- Views: 26318
Re: Spacebar should open menu
I have not seen it personally, because OSX 10.8 is the last one I have used. The developers at Apple have a complete disregard for the principle of backward compatibility, so programs that were working perfectly fine are sometimes broken by a new OS version. In this case the problem seems to be that...
- Sat Apr 22, 2017 12:15 am
- Forum: R.U.B.E discussion
- Topic: How come Line shapes collide in RUBE ?
- Replies: 5
- Views: 27937
Re: How come Line shapes collide in RUBE ?
Yes, that's correct.
- Fri Apr 21, 2017 5:24 pm
- Forum: R.U.B.E discussion
- Topic: How come Line shapes collide in RUBE ?
- Replies: 5
- Views: 27937
Re: How come Line shapes collide in RUBE ?
circlesAndPolygons.jpg This one? Those are circles and polygons. Box2D only has circle, polygon and edge shapes (a b2Chain shape internally manages multiple b2Edge shapes). http://box2d.org/manual.pdf The "fat lines" you see in RUBE are circles and rectangles generated by RUBE to fit the ...
- Fri Apr 21, 2017 3:13 am
- Forum: R.U.B.E discussion
- Topic: How come Line shapes collide in RUBE ?
- Replies: 5
- Views: 27937
Re: How come Line shapes collide in RUBE ?
b2Edge/b2Chain shapes don't collide with other like shapes in Box2D, this is not really RUBE thing. Additionally because edge/chain shapes have no volume, they have no defined center of mass or rotational inertia. So they are only of practical use on static or kinematic bodies. If you try make a dyn...
- Fri Apr 21, 2017 1:30 am
- Forum: R.U.B.E discussion
- Topic: More samples wanted
- Replies: 1
- Views: 18148
Re: More samples wanted
I'm not sure what I did with the original .rube file for the clock but you can find the exported .json file that the demo uses here: https://www.iforce2d.net/rube/loaders/javascript/clock-min.json Keep in mind that being the exported .json, that file has the fixtures already decomposed into 8-sided ...
- Mon Apr 17, 2017 11:25 am
- Forum: R.U.B.E discussion
- Topic: Tags and draw suggest
- Replies: 6
- Views: 37885
Re: Tags and draw suggest
You will need to be more descriptive if you want people to offer useful help.Tymonr wrote:yes. But not welliforce2d wrote:Yes, and the method you are currently using (dummy body or fixture) should work fine