Topic: [Quesion] Box2D physics

I've always been curious about the power of this physics API, and it seems there are ports to multiple languages.

My question is: How feasible would it be, in the future, to add some features of this API into the physics of Open Surge?

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [Quesion] Box2D physics

I remember reading an article about Box2D, judging by what I read it's a pretty flexible engine. It would probably be easy to add some of the physics... If the engine let's us. I can't be too sure on this though.

Re: [Quesion] Box2D physics

Box2D is written in C++. Open Surge, in C. That's a problem. There's a port of Box2D to C, but it doesn't seem any good (abandoned & windows only).

There's some other 2d physics engine called Chipmunk that is written in C. Though it's indeed possible to integrate it in Open Surge, one issue that would arise is that the physics engine of Open Surge (loops and so on) and Chipmunk wouldn't talk to each other. Other than that, it should work. smile

Re: [Quesion] Box2D physics

maybe the physics of a rolling ball could be tweaked to add the sonic-ish feeling. i say this because if a ball is rolling fast enough it can run up walls and do loops. maybe a few tweaks in gravity would work. This is how I intend to approach this issue in Construct, at least. I'll let you know about my results, and if it works, you may have the solution smile

https://image.ibb.co/kuSYrm/SD_sml.pnghttps://image.ibb.co/kHq8P6/SeD_sml.pnghttps://image.ibb.co/cJf8P6/LTot_W_sml.png

Re: [Quesion] Box2D physics

KZR wrote:

maybe the physics of a rolling ball could be tweaked to add the sonic-ish feeling. i say this because if a ball is rolling fast enough it can run up walls and do loops. maybe a few tweaks in gravity would work. This is how I intend to approach this issue in Construct, at least. I'll let you know about my results, and if it works, you may have the solution smile

http://www.youtube.com/watch?v=Z_LxAgfqbqQ

If you look at 0:25 there's your rolling ball, however this one's physics seem a little stiff; as it moves at a constant speed no even if it's moving down hill (yet moves extremely fast when moving up ramps), it also makes the player's collision detection glitch when it falls of that bridge at 0:37, making the player "float" in mid-air.

I guess a simple scripting of brick angle=acceleration would do the trick, as well as having the player "stick" to it, so they don't fall off.