Hello all
Hope you can help me out ;)
It’s allways the same problem : collision yeap !
But this time i need to add some physic collision to a top down 2D simulation.
Levels are made of multiples polygons(like Soldat), what i need to simulate is gravity, elasticity, friction, centrifugal, bouce with rotation and classic linking system for chains and more.
I grab on the late BlitzCoder, npoly a 2D Polygonal Collision Library. (http://www.nuloen.com/) Work’s fine but that librairy doesn’t have overlap detection and physic must be done...
In the Tokamak Forum some people have sucessfully use Tokamak in a 2D platform simulation. They simply retain X and Y rotation to 0 and freeze Z object position. The official features of Tokamak talk about static triangle mesh. Does the Tokamak wrapper 0.7 Handle this ? I’m using a single surface pixel perfect display, do you know if Tokamak work fine in 2D with no Z depth objects?
Others solutions with more or less physics solutions are welcome.
Thanks ;)
Arm
Hope you can help me out ;)
It’s allways the same problem : collision yeap !
But this time i need to add some physic collision to a top down 2D simulation.
Levels are made of multiples polygons(like Soldat), what i need to simulate is gravity, elasticity, friction, centrifugal, bouce with rotation and classic linking system for chains and more.
I grab on the late BlitzCoder, npoly a 2D Polygonal Collision Library. (http://www.nuloen.com/) Work’s fine but that librairy doesn’t have overlap detection and physic must be done...
In the Tokamak Forum some people have sucessfully use Tokamak in a 2D platform simulation. They simply retain X and Y rotation to 0 and freeze Z object position. The official features of Tokamak talk about static triangle mesh. Does the Tokamak wrapper 0.7 Handle this ? I’m using a single surface pixel perfect display, do you know if Tokamak work fine in 2D with no Z depth objects?
Others solutions with more or less physics solutions are welcome.
Thanks ;)
Arm