OK I\'m definitely overlooking something painfully obvious but here\'s the problem: In my project I\'m using two types of collision: sphere to sphere and box to box.
I am working on a game in which you are a simple circle that fires bullets and its multiplayer and so on. Well, I am trying to make boundaries sort of like a maze type thing that u have to go through
EDIT: I figured out what was wrong, and this is no longer a question. The solution was a stupid error, and I had accidentally set iterations to 0. Sorry!
I\'m using Jquery Draggable Collision (found here) and I am trying to resize the draggable area (blue square, in my JSFiddle) via a simple toggleClass() right now.
I\'m using BOX2D for the first time on iPhone. On the whole it\'s been pretty good, but I keep repeatedly getting an assert on a line in ContactManager whenever I create a scene featuring both static
Im currently developing this site http://digitalgenesis.com.au/projects/sister/music.html What happens when i re-size screen is that it eventually collides with the div contents holding page title an
Well I\'ve got a 2D box collision code that basically loops through every bl开发者_开发问答ock in a list called \"Blocks\" and it checks if I\'m near the sides and whatnot.
I have to use _createObjectByType on Plone. I have as an argument the id of the object. Is it going to be safe, in this scenario, to create an id based on time.time() to avoid collisions? Can two requ
I am using CCParticleSystemQuad to create a particle effect in Cocos2d. Now I would like to test each particle for collisions with a CCRect.
I am about to develop a little 2D game. The perspective is top Down like, so you can only see the Had of the player.