AndEngine; Box2D - high speed body overlapping, prismatic joints


I'm trying to make good suspension for my car game, but I'm getting
nervous of some problems with it.At the beginning, I've tried to make
it out of one prismatic joint/revolute joint per one wheel only, but
surprisingly prismatic joint that should only move in Y asix moves
also in X axis, if car travels very fast, or even on low speeds if
there's setContinuousPhysics = true. This causes wheels to "shift
back", moving them away from axle.Now I've tried to add some bodies
that will keep it in

I can't make body(box2d) a spite(andengine) and at the same time i
wanna apply MoveModifier to sprite which is body.if i can make just
body,it works namely the srites can collide.if i can apply just
MoveModifier to sprites,the sprites can move where i want.but i wanna
make body(they can collide) and apply MoveModifier(they can move where
i want) at the same time.How can i do? this my code just run
MoveModifier not as body at the same time.



circles[i] = new Sprite(startX, startY, textRegCircle[i]);

body[i] = PhysicsFactory.createCircleBody(physicsWorld, circles[i],
BodyType.DynamicBody, FIXTURE_DEF);

physicsWorld.registerPhysicsCon
Android

Using AndEngine Physics Box2D i am trying to drag a body from side
to side on the x axis.


This is what i have so far which
isnt working correctly, the body moves up on the y axis and it doesnt
follow the pointer(finger)


int P2M = 32;
final
Vector2 v2 = Vector2Pool.obtain(x / P2M, this.getY() / P2M); />body.setTransform(v2, 0); // if you want you can also set the
rotation here
Vector2Pool.recycle(v2);
/>

Anyone familiar with doing this?

Programming Languages

Is there any way to reflect a physics body in Box2d in AndEngine
with the same speed after collision.
Suppose if a ball hits the
wall with speed X and reflects, then the speed after reflecting must
be X again. Is that possible? If so please tell me how can I do this.

Programming Languages

I made a race game.there are car.it is moving by
onAnalogScreenContol button.And it's moving perfect what i set
velocity to its body.But when i add 50 walls which are Shape of
rectangle and body,the car moving very very fast.How can I solve this
problem?

Programming Languages

hey I have created my body using following code: (please read full
description)


Body polyBody;
final BodyDef
mBodyDef = new BodyDef();
mBodyDef.type =
BodyDef.BodyType.DynamicBody;
mBodyDef.position.x = 20;

mBodyDef.position.y = 5;
polyBody=
mPhysicsWorld.createBody(mBodyDef);
final PolygonShape
mPoly = new PolygonShape();
mPoly.set(vertices);

objectFixtureDef.shape = mPoly;

polyBody.createFixture(objectFixtureDef);
mPoly.dispose(); />

now its time for connecting my polygon with body
using PhysicsConnector
and w

Programming Languages
I'm trying to make good suspension for my car game, but I'm getting
nervous of some problems with it.At the beginning, I've tried to make
it out of one prismatic joint/revolute joint per one wheel only, but
surprisingly prismatic joint that should only move in Y asix moves
also in X axis, if car travels very fast, or even on low speeds if
there's setContinuousPhysics = true. This causes wheels to "shift
back", moving them away from axle.Now I've tried to add some bodies
that will keep it in
Game Development

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