I've been using Love2D for a year or so, and I really love it especially the love.physics module, which is a lot easier than Box2D (which I also tried out).
I haven't found it a ten tonne hammer like the Wiki states, although this one thing is bothering me.
I'm developing a physics-orientated sandbox game (sorry, no .love file... want to keep it closed source for the time being) and I've just made an explosion section thanks to iForce2D (the tutorial can be found here: http://www.iforce2d.net/b2dtut/explosions) and his particle concept.
So I've created some static structures here and then I'm putting a bomb in the middle. (Those lines are the paths that the 128 explosion particles have followed.) Now this is where it starts being suck.
The past two images I have captured while updating world slower than delta time (
Code: Select all
world:update(dt*timescale) --where timescale is less that 1
It seems as though the computer has made a sudden rush to calculate the trajectories, and then let seven particles slip through the roof.
But if I play the whole thing out in slow motion, the particles stay put and don't get quantumly entangled
Is there a convar or something that allows the computer to use more resources and thereby calculate things more accurately to not produce these kinds of errors, or is this a glitch in Box2D or Love or My Computer or the Matrix?
Many thanks