Box2D Version 2.0.0 Released

News about Box2D
MadsGustaf
Posts: 55
Joined: Tue Nov 06, 2007 1:38 pm

Re: Box2D Version 2.0.0 Released

Postby MadsGustaf » Sun Mar 16, 2008 7:01 am

It would be nice to have a testbed project that one for all could nail how to use meters as units instead of pixels. It seems those of us who does not have a strong physics background (read: me) have problems to do so. :lol:

the2bears
Posts: 130
Joined: Tue Feb 12, 2008 4:54 pm
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Re: Box2D Version 2.0.0 Released

Postby the2bears » Sun Mar 16, 2008 9:13 am

MadsGustaf wrote:It would be nice to have a testbed project that one for all could nail how to use meters as units instead of pixels. It seems those of us who does not have a strong physics background (read: me) have problems to do so. :lol:


It's not a physics problem, though :) It's fairly "render specific". Here's a potential example: My view of the game is 16m x 12m with a box 2m square inside. My screen resolution is 800 x 600. My scaling factor is thus 50. So, to render the box? Scale its position by 50, and the length of its sides by 50. The physics play out in their safe units, you scale to your desired pixel view.

That's really all it is :)

Bill


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