I wonder if anyone can suggest the best approach to detect collision between multiple shapes.
I am using Chipmunk on an iPad with iOS 4.2 and Cocos2D 1.0 - I basically have a cpShape travelling around the iPad screen - there are two segment…
I am trying to implement a similar program to the following in Python using Pymunk and Pyglet. My current implementation works well at low velocities however at high speeds the block can pass through the static wall. This because in 1/60s clock…
Hi I am using chipmunks on my cocos2d project. I have two objects and when they collide, I like them to join and move together like one object? How can I do that?
Thanks
I am trying to give the bottom wall that is created with
addWindowContainmentWithFriction
a collision callback, I don't know if I am doing it wrong. This is how I have been trying to do it.
smgr.bottomWall->collision_type =…
I found culling only under spatial hashing for collisions. I'm referring to the kind of backface culling performed by 3D graphics libraries, where anything that need not be visible isn't rendered.
Does Chipmunk2D/Pymunk have any provision for not…
Im in the middle of creating my first iPhone game - I have a background in OOP and in particular C++ so I had some questions with regards to how best to logically setup layers while maintaining functionality.
Currently I WANT for my game to have…
So I'm writing a platforming game with Ruby, Gosu (ruby and C++ library for handling images, windows and other game-related things) and Chipmunk (physics library for ruby and C++) and I want to delete an enemy. This is the code I used to do…
I'm working on a game where the physics are very simple. I just need to detect when a ball (point) hits a wall (line segment). There is no gravity, no friction, and the collisions are perfectly elastic.
I've already written collision detection code,…
I was wondering what the basic units of velocity are in Pymunk. If I put in a velocity of (50,50) does that correspond to 50 pixels/second in each direction? The API says that the units of angular velocity are rad/s but doesn't say anything about…
Been struggling with this for a couple of days, hard to find code examples on the net.
I'm making a topdown game and having trouble getting the player to move on key press. At the moment i'm using add_force or add_impulse to move the player in a…
I want to make a 2D grasping hand in pymunk, which can rotate, move up/down and to the sides and clench or extend its fingers, basically, the hand looks like 'U' letter. I tried to do it by making 3 separate bodies (palm, left finger, right finger)…
I seem to be unable to compile chipmunk without compile errors, can anyone help me? I turned on C99 but I still get errors.
Here's a few:
C:\c++\ChipmunkLib\chipmunk.c:70: error: 'M_PI' undeclared (first use in this…
I'm using Chipmunk cocos2d for what will ultimately be a sound-generation game where colliding particles make noise. But right now, I'm running into a problem: my particles keep falling through the floor!
In the example "bouncing ball" templates,…
can anyone help me to remove shape and body after a delay in collision callback.
By using cpSpaceAddPostStepCallback(sapce, (cpPostStepFunc)postStepRemove, blockShape, NULL);
i could safely remove the shape .
But i need some delay before i call the…
I'm building a game with Cocos2d-x version 3.13.1 and I've decided to go with the built-in physics engine (Chipmunk 2D) to accomplish animations and collision detection. I have a simple projectile called BulletUnit that inherits from cocos2d::Node.…