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Something I've been doing the last few days. APE has been the first physics engine I've managed to understand and easily use. Box2D confused the crap out of me.

Anyway, click and drag to make objects.
Press and release CONTROL to swap between rectangle and circle.
SPACE to reset.


While APE is easy to use, it is not very stable. Creating a single rectangle will sometimes slide to the right , with nothing but gravity affecting it; nothing stabilises.



Uses :iconwonderwhy-er:s framerate graph [link]

Uses APE (Actionscript Physics Engine) [link]
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:iconc0rupt3d:
C0rupt3d Featured By Owner Dec 25, 2009
hey how u going i was interested making a game out of this were u have to make blocks / circles to get a stickman to one side to the other would u be interested in helping me with this :)!?
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:iconjohnjensen:
JohnJensen Featured By Owner Aug 14, 2009
I could entertained for hours with this. :D
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:iconpsykopath:
psykopath Featured By Owner Aug 15, 2009
Heh, thanks. I added pausing and sontraints to it but never uploaded. I think I'll figure out how to use Box2D before I do any more stuff like this.
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:icondoc-d:
doc-d Featured By Owner Jun 22, 2009
nice tryout! i also thought APE was more easy than box2d or Fisix. Not so long ago i made a game with APE :D
[link]
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:iconpsykopath:
psykopath Featured By Owner Jun 22, 2009
Thanks.

Yeah I know, you're on my watch list :)
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:iconuntil-it-bleeds:
until-it-bleeds Featured By Owner Mar 26, 2009
What the hell is the red shit moving up the top?
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:iconpsykopath:
psykopath Featured By Owner Mar 26, 2009
Frame rate.
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:iconlazermoose:
lazermoose Featured By Owner Mar 24, 2009
This usually runs at 100-125 FPS for me, but I got it down to 3.2 FPS hehehe
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:iconpsykopath:
psykopath Featured By Owner Mar 24, 2009
Lol Thanks for the watch, I'm going to submit the newer version of this soon.
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:icondarkdragon15:
Darkdragon15 Featured By Owner Mar 16, 2009
that was fun lol :D
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:iconfighterlegend:
fighterlegend Featured By Owner Feb 21, 2009
Nice, try making some joints so you can connect circles and rectangles.
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:iconpsykopath:
psykopath Featured By Owner Feb 21, 2009
Yeah that's next. It's all there to do within APE, just have to make the interface.
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:iconhiddenspartan:
HiddenSpartan Featured By Owner Feb 20, 2009
Apparently Emanuele Feronato a lot of tutorials on Box2d.
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Feb 20, 2009
Yeah I would say Box2D is clear example of why I don't learn C++ much. For some reasons many C++ projects look messy yet Java/C# and some other languages including AS3 can have pretty clean and understandable style.

Well when I tested APE some time ago official version had far less features then Box2D... Yet even Box2D does not have some... Another thing is that Box2D does not use AS3 specific optimizations it is almost a clean port...
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:iconpsykopath:
psykopath Featured By Owner Feb 20, 2009
Yeah, the downloadable version on the site doesn't support rigid bodies (rectangles don't rotate, etc), but in the google code SVN there is newer versions.

My main problem with Box2D was the lack of documentation. I tried learning what I could from the demos, but there was no explanation for why certain calls were necessary or the parameters they expected.

Hopefully this will be stable enough for a simple game. Apart from everything wobbling slightly and never stabilising, it easily handles 20+ active objects (not including fixed objects for level layout).
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Feb 20, 2009
Yeah I heard of it. Do new versions have documentation?

Actually as I said it has same structure as C++ version and C++ had documentation. Plus there is manual on AS3 version as well: [link] [link]

20 objects. Hmm not much actually :)
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:iconpsykopath:
psykopath Featured By Owner Feb 20, 2009
No new documentation, but the code is commented a lot. I can't figure out AngularConstraints though, they seem to break straight away :hmm:
Also, to use it with Flash Player 10 you need to rename the Vector class. I made a Python script to scan the directory and change all occurences of Vector to AVector, then I just had to rename VectorForce which was accidentally affected.
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Feb 20, 2009
Heh :) That's why language developers prefer not to add new keywords after language become public...
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:iconpsykopath:
psykopath Featured By Owner Feb 20, 2009
Yeah I had seen that, and it didn't help much.

I got stuck trying to work out what
worldAABB.lowerBound.Set(-100.0, -100.0);
worldAABB.upperBound.Set(100.0, 100.0);
did, and got too frutrated and never tried again :p It would never work with the values I used, I think I needed to scale them or something, no idea
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:iconsupa-monky:
Supa-Monky Featured By Owner Feb 20, 2009
AABB is an axis aligned bounding box. lower limit is x,y's lowest numbers, upper is max.

And the world is where objects are allowed in your simulation before they become non-active.
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:iconpsykopath:
psykopath Featured By Owner Feb 20, 2009
Yeah but when I changed that to my stage parameters (0,0) (550,400) it'd stuff up. So it didn't work like I thought, and there was no explanation of it.
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:iconsupa-monky:
Supa-Monky Featured By Owner Feb 20, 2009
probably because of the world scale
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:iconwonderwhy-er:
wonderwhy-ER Featured By Owner Feb 20, 2009
Yeah in some ways it's parameters are very confusing... Changing some features that intuitively should not mess up with physics sometimes mess it up... When was writing crystal towers quickly decided not to change settings much as it tends to make engine unpredictable pretty fast... It just seems that Box2D was not designed to be clear... More like efficient for some specific physics simulations ideas behind it...
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:iconhatpie:
hatpie Featured By Owner Feb 19, 2009
this is friggen awsome
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:iconpsykopath:
psykopath Featured By Owner Feb 20, 2009
Yep :nod:
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:iconssjskipp:
ssjskipp Featured By Owner Feb 19, 2009
APE is very fun...

And yeah, Box2D confuses me too...never got to sit and learn it...
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