joints

BeanstineBeanstine Member Posts: 101
edited December 2011 in Working with GS (Mac)
is there a way to put joints in to a game? if not is there a some way to substitute for/make joints?

Comments

  • calvin9403calvin9403 Member Posts: 3,186
    nope

    hopefully in the future

    Calvin
  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    Depends on what you mean by "joints". GameSalad's physics (I am told) is based upon the Box2D physics engine. GameSalad does not yet support or use Box2D's joints implementation. It was on the roadmap -- I hope it still is! So if you are asking if GameSalad supports Box2D joints, the answer is 'not yet'.

    If, on the other hand you mean a generic definition of joints, then the answer might be different. A joint (even in Box2D) is just a constraint to hold two or more actors together. Anytime you use a constrain behavior get two or more actors to move or behave in a relationship to each other you have created a joint. So, in this sense, the answer is 'yes'.

    In the past few months I've seen several examples of joints created with GameSalad. I've seen mouse, distance, revolute, and prismatic joints (to use Box2D terminology). Their creators often treated them as workarounds, but they seemed pretty elegant to me! I think they were not considered good solutions because they took too many constrain behaviors and significantly cut into FPS rate, and they sometimes would not allow collisions with other objects. (However, there is no guarantee that GameSalad's version of joints won't have the same issues.)

    I bet with a little ingenuity, this GameSalad community could come up with implementations of pulley and gear joints as well -- and well before GameSalad officially supports 'joints'.

    RThurman
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