Box2d?

BlitzMax Forums/BlitzMax Programming/Box2d?

TartanTangerine (was Indiepath)(Posted 2006) [#1]
http://www.gphysics.com/?page_id=16

Before I spend a couple of hours getting this to import I'm wondering if anyone has already done it. Have they?

Thanks.


Haramanai(Posted 2006) [#2]
Box2D for BMax? This sounds great.


TartanTangerine (was Indiepath)(Posted 2006) [#3]
Guess that's a no then :P


Haramanai(Posted 2006) [#4]
So... are you going to do it?


TartanTangerine (was Indiepath)(Posted 2006) [#5]
Suppose so.


Rck(Posted 2006) [#6]
can't wait, make a mega-post


TartanTangerine (was Indiepath)(Posted 2006) [#7]
I won't be releasing it, sorry. From previous experience it's too much of a support headache.


Booticus(Posted 2006) [#8]
:( Aw man. But I see where you're coming from. :)


TartanTangerine (was Indiepath)(Posted 2006) [#9]
Maybe I will but I won't support it.


TartanTangerine (was Indiepath)(Posted 2006) [#10]
I could do with some help converting it to use triangles and introducing some kind of sleep mode where an objects physics are not calculated unless it's moving.


Haramanai(Posted 2006) [#11]
The collision detection it's for OOBB so will we have to write ( or find ) an alghorithm for detecting moving triangles against moving triangles.
The calculation of the physics must not be to expensive as the physics are on top of the verlet integrition plus Verlet have the abillity to paused.
Well I cannot trully understand the C++ code so I cannot help unless it is converted to BMax.
Also there are some good methods for any kind of moving objects using the GJK Implementation. The only problem is that you can only find 3D implementetions and explanations in advanced Maths.
I may be able to help If you provide the basic stracture of the code in BMax.