May be anybody know XNA 2D physic engine with objects looks like objects from \"World Of Goo\" game? not only hard o开发者_高级运维bjects but objects with deformation.
I\'m working on a 2D physics engine for a game. I have gravity and masses working, using a simple iterative approach (that I know I\'ll have to upgrade eventually); I can push the masses around manual
I wrote this repel function (below) for 2 movieclips and I call it from a timer instead of an enter_frame listener (speed), but it has the tendency to jerk and not be very smooth. How can I smooth the
In Box2D, when a body that is connected to a joint is removed from the space, the joint is automatically deleted and you can do 开发者_如何学编程stuff in callbacks and so on.
So I\'ve got: class bc_Game { public: //blah private: b2World world; }; bc_Game::bc_Game() { //blah, defining variables used
I\'m writing a side scrolling game with physics. Before get my hands dirty i started concentrating on physics and rendering graphics. Initially i thought of keeping every thing static (non scrolling).
I have a question regarding using primitive sha开发者_开发百科pes and simulating a circle to be free falling. How would I go about this? Do I use the formula for gravity? It depends how detailed you w
Im trying to understanding collision detection in 2d world. I recently got thistutorials http://www.gotoandplay.it/_articles/2003/12/bezierCollision.php. I have question which puzzled me a lot - on th
I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf .
I\'m starting a new project converting physics simulations(created in Adobe Director) to a more current platform namely html5 canvas or SVG. I would like to avoid Flash for a few reasons. I\'m looking