Search found 25 matches

by assofohdz
Thu Aug 17, 2017 2:11 am
Forum: Bugs, Enhancements, Feedback
Topic: Pathfinding and Steering
Replies: 3
Views: 781

Re: Pathfinding and Steering

I tried having the Body class implement the Steerable interface (from gdx-ai), but since the Vector2 classes are different (between gdx-ai and Dyn4j), the interface overrides clashes because of return types and method names. So I basically have to create a seperate class to bind the Steerable to the...
by assofohdz
Tue Aug 15, 2017 4:55 am
Forum: Bugs, Enhancements, Feedback
Topic: Pathfinding and Steering
Replies: 3
Views: 781

Re: Pathfinding and Steering

I agree on keeping it seperate. I just wondered since all the shapes are already there, maintaining a navmesh wouldn't be too hard. I know it's not by any means easy.
by assofohdz
Tue Aug 15, 2017 2:43 am
Forum: Bugs, Enhancements, Feedback
Topic: Pathfinding and Steering
Replies: 3
Views: 781

Pathfinding and Steering

Hi

I was wondering if there's any plans to incorporate pathfinding and steering into Dyn4j? I know that lib-gdx has the gdx-ai lib - and was wondering if it's conscious decision to keep it out :)
by assofohdz
Fri Aug 11, 2017 2:38 am
Forum: General Discussion
Topic: Test collision before adding new Body
Replies: 2
Views: 461

Re: Test collision before adding new Body

Thank you. Exactly what I was looking for :

Code: Select all

public boolean detect(Convex convex,
                      java.util.List<DetectResult> results)
by assofohdz
Fri Aug 11, 2017 1:54 am
Forum: General Discussion
Topic: Test collision before adding new Body
Replies: 2
Views: 461

Test collision before adding new Body

Hi

Before I add a body to the world I would like to check if that action would result in collisions. Is there a sensible way to do that? (this is in regards to placing towers in a tower defense game, I would like to check if the new tower would overlap with any existing towers)

Kind regards
by assofohdz
Tue Aug 08, 2017 3:42 am
Forum: General Discussion
Topic: Get mesh points from shape
Replies: 2
Views: 308

Re: Get mesh points from shape

Thanks. I found the JavaDoc after I posted and also found the method you mentioned. I converted my circles to polygonals. I guess some of my shapes will have to have circle-shape (due to game logic I want projectiles to bounce correctly off surfaces for example, but it doesn't matter that much for i...
by assofohdz
Mon Aug 07, 2017 1:33 pm
Forum: General Discussion
Topic: Get mesh points from shape
Replies: 2
Views: 308

Get mesh points from shape

Hi

Is there any way to get the mesh point (x,y) from a shape in Dyn4j?
by assofohdz
Fri Jun 23, 2017 5:24 am
Forum: General Discussion
Topic: Differentiating body overlapping and collisions
Replies: 2
Views: 486

Re: Differentiating body overlapping and collisions

Hmm. I guess you answered my question, but I'll clarify just to be sure: Two bodies, with no contact so far, moves towards each other and goes through all the broadphase, narrowphase etc. and ends with a contact. This is ok. Two bodies, that are placed on top of each other, goes directly into contac...
by assofohdz
Wed Jun 21, 2017 2:05 am
Forum: General Discussion
Topic: Differentiating body overlapping and collisions
Replies: 2
Views: 486

Differentiating body overlapping and collisions

Hi

Is there any way to differentiate between two bodies that are overlapping and when two bodies collide externally? I want to implement a feature to translate bodies (the normal bodies) that for some reason or another is placed on top of other bodies.

Kind regards
by assofohdz
Fri Jun 16, 2017 2:56 pm
Forum: General Discussion
Topic: CategoryFilter on Sensor not working
Replies: 2
Views: 305

Re: CategoryFilter on Sensor not working

Ah - when I created the body I used addFixture(fixture.getShape()) instead of just addFixture(fixture)

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