Search found 75 matches

by nimodo
Thu Nov 13, 2008 1:46 pm
Forum: Games and Applications
Topic: Binary marble adding machine
Replies: 9
Views: 3784

Re: Binary marble adding machine

I think, this is a really cool box2d-cad-editor. :))

Adding C++ (or/and Java / Flash) source output ? Yes, would be great.


saludos, nimodo
by nimodo
Fri Oct 10, 2008 3:38 pm
Forum: General Discussion
Topic: Joint slipping
Replies: 23
Views: 2715

Re: Joint slipping

RegularKid wrote:Here is the setup:
...
you maybe will get answers, if you show your problem with a Box2D/TestBed Test class....
... but not in above form ...
by nimodo
Fri Sep 26, 2008 12:31 pm
Forum: General Discussion
Topic: Dynamic shape but same surface size
Replies: 15
Views: 7063

Re: Dynamic shape but same surface size

Cool and good looking ideas !! And fast. - ewjordan, you did it - if i understood correctly - via a joints concept -ConstantVolumeJoint, and adding bodies via this class ? - zappBrannigan, how did you do the blob ? Maybe its time to think about a concept, how to handle connected multiple b2Bodies in...
by nimodo
Fri Sep 26, 2008 3:02 am
Forum: General Discussion
Topic: Deformable and breakable body - sample
Replies: 48
Views: 27282

Update (SVN 175)

Breakablebody updated
- ElectroDruids bug
- MousDown (copy from Test.cpp) with small adaptions to consider compound bodies using the userData concept

->download from 1. post viewtopic.php?f=3&t=836

or apply attached patch file
by nimodo
Fri Sep 19, 2008 10:37 am
Forum: General Discussion
Topic: BoxCutter
Replies: 40
Views: 13388

Re: BoxCutter

This is
a cool idea !

:D
by nimodo
Wed Sep 17, 2008 8:01 am
Forum: General Discussion
Topic: Deformable and breakable body - sample
Replies: 48
Views: 27282

Re: Deformable and breakable body - sample

Yes,the mass must be the same on compound bodies, if the only difference are the number of triangles, trianglemesh cares only about geometry. You may test this by copying CreateSoftBody(...), e.g. the 'b' with a different x start point and a denser mesh, they are falling down equally. Maybe you were...
by nimodo
Tue Sep 16, 2008 9:12 am
Forum: General Discussion
Topic: Deformable and breakable body - sample
Replies: 48
Views: 27282

Re: Deformable and breakable body - sample

you are right, i think thats because i'm deleting all kind of stressed joints in the joint loop :)
i'll correct this on a next rainy sunday
meanwhile insert

Code: Select all

if ( j->GetType()!=e_distanceJoint ) continue;
at beginning of the first for loop in Step()
by nimodo
Thu Sep 11, 2008 4:29 pm
Forum: General Discussion
Topic: Another attempt at asking about breakable stuff
Replies: 13
Views: 3929

Re: Another attempt at asking about breakable stuff

Knowing, that a b2RevoluteJoint needs 1 (ONE) geometric point,what would you program for joint-drawing / debug drawing ? ...Incidentally, I'm not sure what you mean by "you find the decomp code in the contrib directory"... this was an answer to ...There are a few options here: something ba...
by nimodo
Tue Sep 09, 2008 5:27 am
Forum: General Discussion
Topic: Another attempt at asking about breakable stuff
Replies: 13
Views: 3929

Re: Another attempt at asking about breakable stuff

Hmmm, what was not clear in the others thread answers ? /2,3/ you could for example in the testbed/breakablebody.h simply - replace b2DistanceJointDef with b2RevoluteJontDef - delete or comment all dj.frequencyHz = ... and dj.dampingRatio = ... - in CreateSoftBody replace dj.Initialize with dj.Initi...
by nimodo
Sat Sep 06, 2008 5:09 pm
Forum: General Discussion
Topic: What to do?
Replies: 9
Views: 1372

Re: What to do?

...
The options are:
Buoyancy controller
Weld joint
...
Cool, BorisTheBrave !
I voted for a Weld Joint (b2WeldJoint), just connecting two bodies together,
no translational,nor rotational degree of freedom.
This basic joint type I'm missing in box2d, and I think, this would be useful.

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