Search found 22 matches
- Thu Jan 25, 2018 8:06 am
- Forum: General Discussion
- Topic: When returning false at beginCollision, it's called every step
- Replies: 4
- Views: 2158
Re: When returning false at beginCollision, it's called every step
Hi William, thanks for your quick response. I've checked my previous game's code and you are right, the contact was disabled setting a flag on the Contact object, not returning false. I think using the returned boolean to get the same behaviour as disabling the contact in Box2D would be a good idea,...
- Wed Jan 24, 2018 6:32 pm
- Forum: General Discussion
- Topic: When returning false at beginCollision, it's called every step
- Replies: 4
- Views: 2158
When returning false at beginCollision, it's called every step
I noticed this behaviour some time ago, and I've since used a workaround for what I wanted to do. If I remember right, in Box2d, even if your returned false for beginCollision, it wouldn't trigger the same event unless the bodies separated and started colliding again. But in Dyn4j if you return fals...
- Tue Jan 23, 2018 3:29 pm
- Forum: General Discussion
- Topic: Stuck at world.step
- Replies: 15
- Views: 6832
Re: Stuck at world.step
I can confirm after all this testing that it doesn't happen with SAT.
I'm finishing the first release version, I can help with trying to find the GJK bug cause after I publish it and have more free time.
I'm finishing the first release version, I can help with trying to find the GJK bug cause after I publish it and have more free time.
- Tue Jan 02, 2018 9:50 pm
- Forum: General Discussion
- Topic: Stuck at world.step
- Replies: 15
- Views: 6832
Re: Stuck at world.step
I want to report that until now it hasn't got stuck once while using SAT. Will keep testing given its randomness, but more time has passed than between previous stuck events.
- Tue Dec 26, 2017 12:19 pm
- Forum: General Discussion
- Topic: Top-down moving platform problem
- Replies: 3
- Views: 1948
Re: Top-down moving platform problem
That could be a solution, but I forgot to say I need the platform to be dynamic, affected by forces. 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...
- Tue Dec 26, 2017 12:15 pm
- Forum: General Discussion
- Topic: Stuck at world.step
- Replies: 15
- Views: 6832
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). By the way, is there a performance lose by using SAT instead of GJK? About the first question, last time was ...
- Tue Dec 26, 2017 10:30 am
- Forum: General Discussion
- Topic: Stuck at world.step
- Replies: 15
- Views: 6832
Re: Stuck at world.step
If I recall correctly no one managed to replicate your results? I think this indicates something in your setup, either some world settings, which isn't likely, or more likely you have some fixture/convex that is special somehow. Just tossing ideas here but maybe some degenerate convex, like 0 area ...
- Mon Dec 25, 2017 7:29 pm
- Forum: General Discussion
- Topic: Stuck at world.step
- Replies: 15
- Views: 6832
Stuck at world.step
Hi again. One year ago I made a post (http://forum.dyn4j.org/viewtopic.php?f=3&t=312) about the engine getting randomly stuck at world.step, because of that problem I had to switch to libgdx-box2d. Now, I'm making a new game, and I decided to use dyn4j because I really like it, among other advan...
- Sun Dec 24, 2017 4:06 pm
- Forum: General Discussion
- Topic: Top-down moving platform problem
- Replies: 3
- Views: 1948
Top-down moving platform problem
Hi, I'm developing a top-down game where player can stand above moving platforms. I've found solutions for this, either by recording an stand anchor relative to the platform and setting the position of the player to it on every step, or using a PinJoint (tried with RopeJoint but didn't go well). The...
- Wed Nov 22, 2017 10:48 pm
- Forum: General Discussion
- Topic: Does dyn4j use multithreading?
- Replies: 6
- Views: 3735
Re: Does dyn4j use multithreading?
Thanks to both of you for your answers. I'll start developing the game using dyn4j, and will report back when I have a working product to make you know how it went. Dividing the game world if many physic worlds is a good idea, I'll just have to trick players into thinking they are "traveling&qu...