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Found 5 results

  1. Hi There, I use Arcade physics on Phaser3. And I got multiple moveable bodies which stick on top of each other. For two bodies this works, the third does sink a bit into the second and the forth makes the whole stack collapse and fall through the bodies. (example image attached) (edit) Note: Bodies are not falling through static sprites, the described behavior does only apply to dynamic bodies. I would prefer a "not checking" for weight, - setting velocity Y to 0 on collision does inflict many more problems. So this won't solve the issue. I set the OverlapBias on the Arcade physics to 20 (code below) to prevent bodies with high gravity falling through static sprites. The Y gravity is set to 2000, decreasing this amount does not solve the issue and the gravity amount is needed. arcade: { gravity: {x: 0, y: 2000}, debug: true, overlapBias: 20 } What I came around was thinking to set the weight or mass so that the sprites don't "sink" into each others body. Even tho if a body is falling on onto two bodies which are on top of each other, they complete break and fall through. Does anyone have an idea how to fix this?
  2. I use babylon.2.4.0-alpha with cannon version 0.6.2 (for physics and SphereImpostor I need cannon because it implements mesh impostor. I have ball and set it this values playBall.setPhysicsState( { impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, restitution: 0 } ); Can anybody tell me if there are problems with mass and restitution, because if I change value there is no diffrenece ! If I use oimo physics then there is difference if I change mass and restitution, but I need mesh impostor for maze. So I can use oimo. Can anybody thell me if there is bug in cannon for mass and restituion ? Or in cannon.js is not implemented mass and resitution?
  3. Hi All, I would like to know how can I change my imposter's mass, as it seems that only the value is changed but not the actual mass itself. And how do I remove imposter on run time? scene.removePhysicsBody(this.body); doesn't seems to work. Thanks~
  4. I use babylon.2.4.0-alpha with cannon version 0.6.2 (for physics and SphereImpostor I need cannon because it implements mesh impostor. I have ball and set it this values playBall.setPhysicsState( { impostor: BABYLON.PhysicsEngine.SphereImpostor, mass: 1, restitution: 0 } ); Can anybody tell me if there are problems with mass and restitution, because if I change value there is no diffrenece ! If I use oimo physics then there is difference if I change mass and restitution, but I need mesh impostor for maze. So I can use oimo. Can anybody thell me if there is bug in cannon for mass and restituion ? Or in cannon.js is not implemented mass and resitution?
  5. Hey all, I've got a cartoony dinosaur character sprite with a custom poly body that i've created in PhysicsEditor that has a large head at the top-left and a small body/legs at the bottom-right. It's P2 physics-enabled with a fixed rotation so it doesn't fall over, it has gravity in place and a large static floor sprite that it collides with to act as the ground. I've found that due to the top-forward-heavy shape of the body it does a very slow creep to the left of the screen that is almost impossible to notice as it happens but if you leave it for 5 mins and come back he's slowly crawled halfway across the screen. I originally hacked around this by just adding an invisible platform to the bottom of the body at the front in order to balance out the centre of mass, but now for other reasons that's no longer going to be possible. I took a look at the body.adjustCentreOfMass() function but it doesn't allow any parameters and the documentation is pretty vague on what it actually does, and when I call it it just causes the character to float about 10 pixels above the ground. Does anyone know of a way that you can play with the centre of mass of a sprite that has a weird-shaped body in order to stop this from happening? And has anyone had anything like this before? I had a look around but can't find anything on the topic at all. Cheers, ofm