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

Related to : AndEngine; Box2D - high speed body overlapping, prismatic joints
Making body(box2d) a spite(andengine) in android
Game Development

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
How to drag body using AndEngine Box2D extension
Game Development

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?


Reflecting a body with same speed in Box2d after collision AndEngine
Game Development

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.


Box2d body movement in Andengine
Game Development

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?


create box2d andengine box2d body without sprite
Game Development

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

AndEngine; Box2D - high speed body overlapping, prismatic joints
Game Development
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

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