I'm using Box2dx (ported to C#; optimized for XNA). It handles collision resolution, but how can I tell if two objects are currently colliding?
This is the function I'm trying to write:
public bool IsColliding(GameObjectController collider1, GameObjectController collider2)
Where collider1.Model.Body is the Box2d Body, and collider1.M...
I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything:
/// <summary>
/// Can gameObject exist with start Point without colliding with anything?
/// </summary>
internal bool IsAvailableArea(GameObjectModel model, Vector2 point)
...
Hello everyone! I am trying to integrate the Havok physics engine into my small game. It is a really nice SDK, but the header files are all over the place. Many headers are deeply nested in multiple directories. That gets confusing when you are trying to include headers for different important objects.
I would like to know if there is a...
I am writing a simulation in which we need some boxes to be fairly accurately modeled as they move on a set of conveyors. Currently we detect if the box is colliding with the static conveyor surface and apply an impulse to each box according to what the conveyor speed is supposed to be. Is there a way to make the actual conveyor surface...
Hi,
I started off with the tutorial here and added drawing code for a view (covering the entire screen). The scene appears static and not dynamic even though I'm calling world.step(,). How does one make the scene dynamic and is my drawing the right implementation or is there a better way (using jBox2d functions)?
private class Physics...
I am using JavaScript with images, SVG, canvas or pure HTML and CSS.
...