*** How cool would this be ***

UtopianGamesUtopianGames Member Posts: 5,692
Please mr gamesalad can we have joints soon :)

Wayne sent me a wip corona template yesterday and it blew me away :)



Darren.

Comments

  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    Saw it yesterday Looks Amazing, Cant wait to play around with this in Corona if you guys launch it as a temp :-)

    Would love joints in GS - They're to obtrusive and clunky in Corona.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    It's the feature I've wanted most for years now!
  • -Timo--Timo- Member Posts: 2,313
    edited August 2013
    WOOOOW :-O this is awesome!
  • UtopianGamesUtopianGames Member Posts: 5,692
    @beefy me too :) can't wait for this feature.

    Darren.
  • BazookaTimeBazookaTime Member Posts: 1,274
    It would be awesome.
  • imGuaimGua Member Posts: 1,089
    Please mr gamesalad can we have joints soon :)
    Ask Santa for that on the Christmas.

  • RThurmanRThurman Member, Sous Chef, PRO Posts: 2,881
    edited August 2013
    I really wish GameSalad had Box2D joints. (Assuming they still use Box2D as the underlying physics engine.) But they haven't implemented them ... yet.

    But joints are really just a definition of the relationship between two objects. When one creates a relationship between two or more objects a joint is created. For example, when you constrain an actors' x and y position to another actor you have created a joint. (And yes, I know, constrain behaviors override the physics engine. But its still a joint.)

    If you looked at the Box2D source code, you would find that its just using the same math functions that GameSalad has to define those relationships. Blah, Blah, Blah, math, Blah, Blah.. math, Blah, Blah, math, math, Blah, Blah....

    Well any way, here is an example of how to use two simple move behaviors in each actor to create chain joints. It just shows the basic principles. But one could use the same principles to create elastic joints (with acceleration behaviors).

    You can drag the end points around and the joints do their chain thing. If you want, you could put obstacles in the scene, just to prove that the chain links can bump into stuff and react to physics.

    Its best to think of the actors as the 'joints'. Not as the chain links. You would build the chain links to go between the 'joints'.

    http://www.mediafire.com/download/9vjq4qtil8bgnd1/ChainJointsUsingMove.zip


    Ummm.... Merry Christmas?
  • DokDok Member Posts: 22
    I agree I think joints would be a great addition to gamesalad
  • RPRP Member Posts: 1,990
    Me likey
  • UtopianGamesUtopianGames Member Posts: 5,692


    Darren.
  • BoomshackBarryBoomshackBarry Member Posts: 712
    Looking good guys :)
  • alimpo83alimpo83 Member Posts: 188
    great!
  • UtopianGamesUtopianGames Member Posts: 5,692


    One day...:)

    Darren.
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