Search found 363 matches

by William
Thu Feb 08, 2018 4:17 pm
Forum: General Discussion
Topic: Lots of static bodies
Replies: 2
Views: 50

Re: Lots of static bodies

Correct. You should reduce the number of bodies in the scene as much as possible. To that end, there are a number of ways to do that, the first by combining adjacent convex shapes into a single convex or body. The next step would be to ask yourself if you need all the bodies in the world at the same...
by William
Thu Jan 25, 2018 12:06 am
Forum: General Discussion
Topic: When returning false at beginCollision, it's called every step
Replies: 3
Views: 56

Re: When returning false at beginCollision, it's called every step

Looking at this more, I'm wondering if it just makes more sense to use the returned value instead, breaking compatibility somewhat . The current dyn4j code allows you to remove a contact from the contact constraint. For example, if two boxes are stacked there's 2 contact points that represent the &q...
by William
Wed Jan 24, 2018 10:20 pm
Forum: General Discussion
Topic: When returning false at beginCollision, it's called every step
Replies: 3
Views: 56

Re: When returning false at beginCollision, it's called every step

Yes, you are correct. That behavior is intentional, but not for the use case you describe. While dyn4j shares a similar design, it's not a port so there will be differences in behavior. In this particular case I don't think there's any way to disable the contact for the timestep, but it wouldn't be ...
by William
Wed Jan 24, 2018 10:01 pm
Forum: General Discussion
Topic: Stuck at world.step
Replies: 9
Views: 185

Re: Stuck at world.step

soylomass wrote:I can confirm after all this testing that it doesn't happen with SAT.

That's good news.

soylomass wrote: I can help with trying to find the GJK bug cause after I publish it and have more free time.

Please, if you do have time, that would be much appreciated.

William
by William
Wed Jan 24, 2018 10:00 pm
Forum: General Discussion
Topic: Locking Angular movement
Replies: 1
Views: 37

Re: Locking Angular movement

You should be able to set the mass of the body to FIXED_ANGULAR_VELOCITY. This means that the angular velocity cannot change from whatever it is set to.

William
by William
Mon Jan 08, 2018 10:22 pm
Forum: General Discussion
Topic: Stuck at world.step
Replies: 9
Views: 185

Re: Stuck at world.step

soylomass wrote:I want to report that until now it hasn't got stuck once while using SAT.

That is good news.

soylomass wrote:Will keep testing given its randomness,

Please do, I'm very interested in fixing this issue.

William
by William
Mon Jan 08, 2018 10:20 pm
Forum: General Discussion
Topic: Bad Performance
Replies: 16
Views: 851

Re: Bad Performance

Yes. The changes I made for rc2 are checked into the master branch in github.

x34 wrote:Android Studio has major problems processing JDK9 you compiled this jar with.

That's good to know - I will take a look at this.

William
by William
Tue Dec 26, 2017 9:08 pm
Forum: General Discussion
Topic: Top-down moving platform problem
Replies: 3
Views: 104

Re: Top-down moving platform problem

For now, I've solved it by making the welded bodies LINEAR_FIXED and setting their linear velocities to the linear velocity of the points they are fixed to (correcting it's position over time). I don't know how performant it will be when there are a lot of bodies though. No problem. As for performa...
by William
Tue Dec 26, 2017 8:55 pm
Forum: General Discussion
Topic: Stuck at world.step
Replies: 9
Views: 185

Re: Stuck at world.step

Will try to do what you asked and answer your questions as soon as it gets stuck again (if it does, because I changed to SAT, and even if it does it may take a time, as it's totally random). About the first question, last time was the firs time I debugged inside this.detect(); But I can affirm that...
by William
Tue Dec 26, 2017 10:57 am
Forum: General Discussion
Topic: Stuck at world.step
Replies: 9
Views: 185

Re: Stuck at world.step

This time the bodies are all boxes and circles, and some of the boxes (platforms) are weldjointed one at the side of the other, forming a bigger platform (1x2, 2x2, etc). The only thing that might not be right is that the welded platforms are not overlapping, and the weld point is only on one of th...

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