Comments: 26
JohnJensen [2009-08-14 15:43:49 +0000 UTC]
I could entertained for hours with this. :D
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psykopath In reply to JohnJensen [2009-08-16 01:01:39 +0000 UTC]
Heh, thanks. I added pausing and sontraints to it but never uploaded. I think I'll figure out how to use Box2D before I do any more stuff like this.
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until-it-bleeds [2009-03-26 13:42:14 +0000 UTC]
What the hell is the red shit moving up the top?
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lazermoose [2009-03-24 18:47:02 +0000 UTC]
This usually runs at 100-125 FPS for me, but I got it down to 3.2 FPS hehehe
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psykopath In reply to lazermoose [2009-03-24 21:41:05 +0000 UTC]
Lol Thanks for the watch, I'm going to submit the newer version of this soon.
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fighterlegend [2009-02-21 19:41:50 +0000 UTC]
Nice, try making some joints so you can connect circles and rectangles.
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psykopath In reply to fighterlegend [2009-02-22 00:11:39 +0000 UTC]
Yeah that's next. It's all there to do within APE, just have to make the interface.
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wonderwhy-ER [2009-02-20 08:15:52 +0000 UTC]
Yeah I would say Box2D is clear example of why I don't learn C++ much. For some reasons many C++ projects look messy yet Java/C# and some other languages including AS3 can have pretty clean and understandable style.
Well when I tested APE some time ago official version had far less features then Box2D... Yet even Box2D does not have some... Another thing is that Box2D does not use AS3 specific optimizations it is almost a clean port...
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psykopath In reply to wonderwhy-ER [2009-02-20 08:46:34 +0000 UTC]
Yeah, the downloadable version on the site doesn't support rigid bodies (rectangles don't rotate, etc), but in the google code SVN there is newer versions.
My main problem with Box2D was the lack of documentation. I tried learning what I could from the demos, but there was no explanation for why certain calls were necessary or the parameters they expected.
Hopefully this will be stable enough for a simple game. Apart from everything wobbling slightly and never stabilising, it easily handles 20+ active objects (not including fixed objects for level layout).
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Supa-Monky In reply to psykopath [2009-02-20 14:18:13 +0000 UTC]
AABB is an axis aligned bounding box. lower limit is x,y's lowest numbers, upper is max.
And the world is where objects are allowed in your simulation before they become non-active.
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psykopath In reply to Supa-Monky [2009-02-21 01:16:23 +0000 UTC]
Yeah but when I changed that to my stage parameters (0,0) (550,400) it'd stuff up. So it didn't work like I thought, and there was no explanation of it.
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Supa-Monky In reply to psykopath [2009-02-21 04:41:26 +0000 UTC]
probably because of the world scale
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wonderwhy-ER In reply to psykopath [2009-02-20 12:14:58 +0000 UTC]
Yeah in some ways it's parameters are very confusing... Changing some features that intuitively should not mess up with physics sometimes mess it up... When was writing crystal towers quickly decided not to change settings much as it tends to make engine unpredictable pretty fast... It just seems that Box2D was not designed to be clear... More like efficient for some specific physics simulations ideas behind it...
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hatpie [2009-02-20 07:31:36 +0000 UTC]
this is friggen awsome
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ssjskipp [2009-02-20 05:34:55 +0000 UTC]
APE is very fun...
And yeah, Box2D confuses me too...never got to sit and learn it...
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