2D collision and physics library for blitzmax?

Miscellaneous Forums/General Discussion/2D collision and physics library for blitzmax?

Hello everyone,

After a somewhat extended haitus I have returned. I need to get back into things again and I would love to have an adventure with fast 2D vector shapes and collisions.

Ideally I want to be able to define a collision area in wireframe and collide them with spheres, rects and things. I would also love to be able to drop this "shape" and have it bounce, settle and collide with other shapes too.

It would have to be fast and allow me to add new shapes and remove old shapes from the system as the game goes on...

Does such a simple and effective system exist for Blitzmax? I am willing to pay good money for it. I prefer to make my own tools so all I need is:

- robust vector collisions which can scale and rotate
- collisions with bounce, friction and sliding

I understand its a tall order, and I hope someone is able to help. Thank you.

doesn't sswift's sprite system do that? Or am I mistaken?

No the swift system is no good for this. I'd like something akin to pollycolly but I haven't the capability to port it.

http://www.blitzbasic.com/codearcs/codearcs.php?code=1676#comments

This might help

Check your email Rob

Oooh thank you Dave :)

Perturbatio, lovely link thank you, I shall take a look.

Also, please keep your suggestions coming, I still have not found robust rigid bodies for 2D just yet...

Oooh thank you Dave :)


Dave, what was that? I'd pay good money for this too, you know.

Yes, perhaps a pollycolly port could be paid for?

I made a semi-quick pollycolly port a while back. I can post it later tonight when I get back. It's missing a decent friction model, so it's slightly unstable. Other than that it's ok. I don't intend on going back to it to make it more robust for a while so I guess it's better off to someone else that needs it.

Fantastic! would you mind open sourcing your port so we can perhaps have a fiddle about and add the friction, I think its probably best!

I'll ask for it stickied, and we'll make some true headway into a nice rigid body 2D system.

Thanks again for your support, .Alex :)

I too would be interested in a decent vector based rigid body collision system. Would be a very handy thing to use.

Good to see you back Rob :)

I don't know if this will be of any use but I thought I'd better mention it in case it will fit your needs...

The next JV-ODE update (to be released in a few days) will have a new official 2D joint. It locks objects on the Z axis without any side effects and allows ODE to simulate proper 2D rigid body dynamics instead of 3D. No need for invisible barriers or other hacks.

All you need to do is apply the X and Y coordinates, plus a single rotation value to your 2D vector objects. There will be a 2D spheres demo included showing it in action.

Thanks Vip3R :) sounds good to me but I am a x-platform man, and I like 2D, I feel it has a lot to be explored especially in terms of high quality art content.