Search found 3 matches
- Tue Jan 25, 2011 5:19 pm
- Forum: Support and Development
- Topic: [Solved] love.physics Rotation Problem
- Replies: 7
- Views: 3727
Re: [Solved] love.physics Rotation Problem
Thanks a bunch guys. It was the inertia thing. For whatever reason I always get inertia and momentum mixed up (perhaps from "moment" of inertia), and I wondered why you would want to set an initial momentum. Anyways, that fixed it for me. And thanks for that object[id].body tip Robin, that...
- Tue Jan 25, 2011 5:12 am
- Forum: Support and Development
- Topic: [Solved] love.physics Rotation Problem
- Replies: 7
- Views: 3727
Re: love.physics Rotation Problem
Right, I knew I forgot to post something. -- Object layout: -- id = stringy-name, body = physics-body, shape = physics-shape, sprite = string-index-into-sprite-table function love.load() world = love.physics.newWorld(0, 0, 1024, 600) world:setGravity(0, 700) world:setMeter(64) -- Open up a bottle of...
- Tue Jan 25, 2011 4:50 am
- Forum: Support and Development
- Topic: [Solved] love.physics Rotation Problem
- Replies: 7
- Views: 3727
[Solved] love.physics Rotation Problem
I've been having a problem with the Box2D system in Love. Most everything works properly, except what you might call rotational falls. Falls like when a box has passed its center of mass over a ledge, but doesn't fall. I have explicitly setFixedRotation(false) on all objects. I have even tried start...