You're right, that does make sense, and I suppose if the joint force is simply based on distance then the behaviour between using distance vs force should be the same.
Why the residual forces exist in the first place doesn't matter anymore to me then, so thank you.
Search found 90 matches
- Thu Nov 10, 2016 9:48 pm
- Forum: Support and Development
- Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
- Replies: 7
- Views: 6589
- Thu Nov 10, 2016 8:23 pm
- Forum: Support and Development
- Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
- Replies: 7
- Views: 6589
Re: Love.physics / box2d Weld Joint Failures after collision
Ah, sorry i didn't catch that at first. Problem is I want my structure to be rigid, so any measurable distance would already be well past the breaking point. Effectively like the example given here: https://gamedevelopment.tutsplus.com/tutorials/using-torque-and-thrusters-to-move-and-rotate-a-player...
- Thu Nov 10, 2016 2:04 pm
- Forum: Support and Development
- Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
- Replies: 7
- Views: 6589
Re: Love.physics / box2d Weld Joint Failures after collision
Even with restitution (angular and linear) which should stop all motion after a while, the forces still grow or stay constant instead of decreasing. I've tried using distance joints, but they are too loose (and dont collide properly for some reason), and rope joints are both too loose (at least in a...
- Thu Nov 10, 2016 12:31 pm
- Forum: Support and Development
- Topic: [Solved] Love.physics / box2d Weld Joint Failures after collision
- Replies: 7
- Views: 6589
[Solved] Love.physics / box2d Weld Joint Failures after collision
The basics: • I have a truss/beam thing of physics square bodies connected by weld joints. • If the forces in a weljoint become too large, that weld joint is destroyed. • This produces a fairly destructible object. However, once a weld breaks from a collision, 'residual' forces seem to stay in the o...
- Sat May 09, 2015 8:47 pm
- Forum: General
- Topic: LÖVE 0.9.2 Released
- Replies: 59
- Views: 88858
Re: LÖVE 0.9.2 Released
I'm a bit late to the party, but on the topic of message boxes I've found another potential bug (Windows 7): The love.window.showMessageBox seems to cut off the last character in a string in the 'message' field. However, when using a 1 or 0 integer variable in the 'message' field, it shows that sing...
- Sun Oct 20, 2013 2:49 pm
- Forum: Support and Development
- Topic: Can anyone explain how examples.love works?
- Replies: 2
- Views: 2594
Re: Can anyone explain how examples.love works?
Ah, thank you for that - much easier for me to unravel it all now.
- Sat Oct 19, 2013 7:08 pm
- Forum: Support and Development
- Topic: Can anyone explain how examples.love works?
- Replies: 2
- Views: 2594
Can anyone explain how examples.love works?
(Apologies for the hideous title, I have no idea how to explain it concisely) In the Love wiki tutorials section ([wiki]Category:Tutorials[/wiki]) there is a .love file of a large number of example .loves combined into one (bottom of the list), with a main window giving the user the option to choose...
- Wed Sep 04, 2013 3:26 pm
- Forum: General
- Topic: "Fair" random number generator
- Replies: 10
- Views: 8504
Re: "Fair" random number generator
It might be interesting to read how Dota 2 implements Pseudo-Random Distribution - as a game with a massive playerbase, it has to strive to make random events as "fair" as possible or suffer the consequences of a large amount of moaning and whining (and less fun-having).
- Tue May 07, 2013 8:41 pm
- Forum: Libraries and Tools
- Topic: Lighting Dynamics Demo
- Replies: 30
- Views: 18280
Re: Lighting Dynamics Demo
I don't even what is that.T-Bone wrote:row-les
Ontopic, this would also increase the speed dramatically - depending on the size of your squares, 2x2 squares would be a 4 times increase - compared to per-pixel.
- Mon Apr 15, 2013 2:52 pm
- Forum: Games and Creations
- Topic: Sound Stealth
- Replies: 5
- Views: 5306
Re: Sound Stealth
To make it slightly easier (and realistic) you could add a hot/cold type of feature, that with a fading sqaure or something shows what your character can hear, but not in which direction - so if the square gets brighter, you know something is getting closer, which can give you more of a warning.