Physics speed going wowowowow
by Bruno · in Torque X 2D · 08/21/2007 (11:57 am) · 6 replies
Hi,
I'm not sure if this is a bug or not, but here it goes.
If i drag and drop Sprite from the editor to the work area, and in the physics component add a Velocity of X of 1, the sprite just flys away, like if it has a speed of 1000.
If in the code, i do this to the object :
Vector2 Force;
Force.X = 1;
Force.Y = 0;
myBoard_Pieces[0,1].Physics.ApplyImpulse(Force);
Once again, the object just flys away.
So, what am i doing wrong here ?
Is there a way to adjust the physics speed ?
thanks,
Bruno
I'm not sure if this is a bug or not, but here it goes.
If i drag and drop Sprite from the editor to the work area, and in the physics component add a Velocity of X of 1, the sprite just flys away, like if it has a speed of 1000.
If in the code, i do this to the object :
Vector2 Force;
Force.X = 1;
Force.Y = 0;
myBoard_Pieces[0,1].Physics.ApplyImpulse(Force);
Once again, the object just flys away.
So, what am i doing wrong here ?
Is there a way to adjust the physics speed ?
thanks,
Bruno
About the author
#2
08/21/2007 (3:26 pm)
Nope, my ball is "60x60" and my camera width\height is 1024x768
#3
Somehow i had collision enabled in the "background" static image.. hehe
08/21/2007 (3:34 pm)
Ok, i know what it was.Somehow i had collision enabled in the "background" static image.. hehe
#4
08/22/2007 (2:21 pm)
Ooh, yea. I've run into that one myself. :D
#5
08/22/2007 (2:52 pm)
Ha! Amateur! ;)
#6
08/23/2007 (4:01 pm)
Oh yeah :P
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Sickhead Games