-
as seen on Game Development
- Search for 'Game Development'
I search a way to have Box2D joints in an entity component system, here is what i found :
1) Having the joints in Box2D/Body component as parameters, we have a joint array with an ID by joint and having in the other body component the same joint ID, like in this example :
Entity1
- Box2D/Body component…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
im beginner in box2dweb that version of box2d for javascript
i wrote simple gravity system and i want to detect the collision between the box and the ground , when the falling box hit the ground execute simple function like function sucs(){alert("the box on the floor !")};
this is my code
var…
>>> More
-
as seen on Game Development
- Search for 'Game Development'
has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below:
package
{
import flash.display.Sprite;
import…
>>> More
-
as seen on Stack Overflow
- Search for 'Stack Overflow'
I'm writing an XNA game in C# using the XNA port of Box2d - Box2dx.
Entities like trees or zombies are represented as GameObjects. GameObjectManager adds and removes them from the game world:
/// <summary>
/// Does the work of removing the GameObject.
/// </summary>
///…
>>> More