Chipmunk Physics in iTGB
by Benjamin Cole · in iTorque 2D · 09/07/2010 (2:33 pm) · 87 replies
Hi There,
I am working on replacing iTGB's physics with something lighter and friendlier and running into some difficulties. I am just learning how XCode structures projects, so it's been like pulling teeth so far.
I'm not delving into the actual T2D source, and I'm a little puzzled as to what actually needs to be stripped and replaced. Ideally, I'd like to keep the tourqueScript callbacks, and have chipmunk or Box2D silently replace the physics, even if I lose some of the additional functionality that these platforms offer (really, I'm only doing circle on circle and circle on tilemap collisions anyway).
I'm trying to figure out where the physics scene in TGB is setup, where objects are added, and where the physics steps are actually called. I'm assuming each object is created as a t2dSceneObject, and the physics setup and step should be in the t2dSceneGraph... but I'm having trouble finding out where this actually occurs. I'm not a C++ expert, but I know my way around OOP and the source is pretty readable.
Can anyone who has done this point me in the right direction?
I am working on replacing iTGB's physics with something lighter and friendlier and running into some difficulties. I am just learning how XCode structures projects, so it's been like pulling teeth so far.
I'm not delving into the actual T2D source, and I'm a little puzzled as to what actually needs to be stripped and replaced. Ideally, I'd like to keep the tourqueScript callbacks, and have chipmunk or Box2D silently replace the physics, even if I lose some of the additional functionality that these platforms offer (really, I'm only doing circle on circle and circle on tilemap collisions anyway).
I'm trying to figure out where the physics scene in TGB is setup, where objects are added, and where the physics steps are actually called. I'm assuming each object is created as a t2dSceneObject, and the physics setup and step should be in the t2dSceneGraph... but I'm having trouble finding out where this actually occurs. I'm not a C++ expert, but I know my way around OOP and the source is pretty readable.
Can anyone who has done this point me in the right direction?
#82
In all seriousness, the game looks great and I will pick this up as soon as it hits the App Store.
08/19/2011 (12:34 pm)
Pretty aggressive release date, but you are already much further along than I am with my game...also aiming for a Halloween release. We could race to the end =)In all seriousness, the game looks great and I will pick this up as soon as it hits the App Store.
#83
08/19/2011 (1:41 pm)
@Michael - You can't mention your game without showing us a screenshot! Hope to get a sneak preview of your game.
#84
08/19/2011 (2:47 pm)
@Johnny - Fair enough, but I do not want to steal Benjamin's thunder and hijack this thread. I'll spin up a separate thread here: My First Game
#85
BTW, there's no TGB code in there at all anymore. We slowly worked out bits over time, and eventually rewrote the last bits of the engine. Anyway - we finished. App launches on the App Store tonight.
08/13/2014 (8:46 am)
Resurrecting this thread 3 years later to let you know. We're done. We just launched. BTW, there's no TGB code in there at all anymore. We slowly worked out bits over time, and eventually rewrote the last bits of the engine. Anyway - we finished. App launches on the App Store tonight.
#86
And T2D now has Box2D fully integrated with Windows, iOS, and Mac support as well as some success in Linux and Android. A bit late.... lol
08/13/2014 (9:17 am)
Congratulations on the release!And T2D now has Box2D fully integrated with Windows, iOS, and Mac support as well as some success in Linux and Android. A bit late.... lol
#87
08/13/2014 (11:04 am)
Haha, maybe for the next project. I rather liked working in T2D/TGB
Torque Owner Benjamin Cole
It'll have high res art for the iPad and iPhone 4. Some of the art is pixely right now, because it's a hard photoshop scale (all the art is vector based, but I didn't have the source art when I was building the test).
The planned completion date is: Oct 29th if nothing else goes wrong - and so far it hasn't (knock on wood).