Have already looked at the simple demo?Llamageddon wrote:Ugh... looking at player.lua... is it possible to use this library without multiple dozens of lines of cryptic code spanning multiple functions? I sort of grasp the general structure of how it all works, but I am in no way even close to being capable of understanding it well enough to be able to modify it.
If I were doing what you are doing I would use an attribute for the items - and then do something like if item.is_static then .... Or maybe I would have two sets of objects, one static and one dynamic. Or maybe a combination of both.Llamageddon wrote:I honestly have no clue at all about how I could go about making some entities static while others aren't
Friction can be modeled easily, but two-way bounces can be tricky; in bump, objects move one-at-a-time, as they do in games, not all-together-at-the-same-time, as they do in physics simulations.Llamageddon wrote:allowing two-way bounces(both entities bounce, depending on their mass), or even implementing proper friction.
I confirm that updating things in a fixed order is a requirement. That is the way things are done in lots of videogames; entities are updated in order, and they react to collisions in order.Llamageddon wrote:Not to mention I don't want to have to somehow guarantee that the updates happen in the right order which seems to be an absolute necessity in the demo....
If you need something more simulation-y, I'd investigate [wiki]love.physics[/wiki] or HardonCollider