Tagged: Box2D physics module
September 12, 2016 at 4:01 pm #3907
I continued the work of nitrologic on Box2D for Monkey2
Now with a basic GFX/mojo debugDraw demo
will now try to get all the API working… hope the more difficult has been done.
If anybody wants to participate, welcome!
edit: now with stress test based on R.U.B.E. c++ source importSeptember 14, 2016 at 9:46 pm #3950
Sweet abakobo! I was hoping someone was going to pick this up:)
Will be back this weekend…September 15, 2016 at 9:44 am #3954
You know that https://chipmunk-physics.net is faster, see the benchmark.
I don’t know how easy it is to convert to mx2 but its a alternativeSeptember 18, 2016 at 12:52 pm #4004
What tools did you use to machine pass/translate the API? I have no idea how it can be done. I’ve had a look at docxygen and clang but it’s very blury to me…September 18, 2016 at 2:09 pm #4005
Maybe I’m going to work on my C2MX2 ‘converter’ again in the future.
Maybe you are searching this. (its a year old, and not up to date with the current MX2)October 3, 2016 at 3:16 pm #4243
Now with all bodies and joints types working and a aabbQueryCallback for mouse joints all in monkey2 language only.
It’s getting to be almost usable!
I have some memory question… It starts at 24M of Ram and it grows to 36M but then stops. Is it a normal behaviour or is there a problem with my memory management (lots of externals here…)? If someone can have a look at the code it would be great. (the code should be better documented but I think it’s readable..)October 3, 2016 at 9:25 pm #4253
It starts at 24M of Ram and it grows to 36M but then stops.
Yes, this is the GC at work.
If you want, you can put a GCCollect() at the bottom of OnRender() or somewhere called frequently. This will slow things down a bit, but it gives you a much better idea of how much memory is really required by the app, and whether there are any leaks.October 5, 2016 at 9:05 am #4278
Sorry I missed your post.
This is the code I knocked together for the machine translation pass:June 22, 2017 at 1:06 pm #8864
I’ve moved the WIP box2d module to a fork of the original box2d because there has been some commits recently so I wanted to be able to udate easily in the future.
I’ll work again on it so If anyone is intersted in teamwork please tell.
https://github.com/abakobo/Box2DJune 22, 2017 at 1:15 pm #8865
Cool, great to see that this is still alive 😀December 29, 2017 at 1:24 pm #12498
I’ve been working on the module a bit.
Now wrapped (partially) the b2djson lib from iforce2d (The R.U.B.E. importer). Still have to implement images import.
Unfortunately it uses another json lib than mx2’s but it’s not that large. And I did not want to dig into cpp to use the mx2 json module.
The loader is compatible with the mx2 asset construct thus compatible with Android (tested).
On the pure box2d side, I have to work on Callbacks, collisions and wrapping b2d’s generic functions to have the api fully wrapped. Buoyancy is on the list too.
Should be continuing in January, Christmas events are taking more time that expected, as usual..March 17, 2018 at 4:10 pm #14048
a small show of the state of the module is attached
It’s now usable for those who have R.U.B.E.
There is of course a lot of things that can be done still, but I’ll start to work on my game and add features to the box2d module when I need them. Will release as module later then.
You can download the ready to build demo example at: http://turdus.be/monkey2docs/hopa-source.zip
Attachments:March 17, 2018 at 7:05 pm #14052
Super cool! Ran perfectly, and I managed to get to the end of the right side, when I finally flipped the rover upside down against the wall. 🙂March 18, 2018 at 12:55 am #14058
And an emscriptem page for the little demo (almost forgot mx2 was super cross platform!)March 18, 2018 at 2:12 am #14059
We should start gathering those Emscripten demos into a web gallery! It runs incredibly well in a browser…
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