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Found 3 results

  1. This is a bit of a simple question I feel, but I have been struggling to get it right for a while. I am using super simpler AABB collision in my rect based game. I have a bouncing rect which behaves funny when it collides with the player, who is also a rect. The ball 'sticks' and bounces a bit inside the player before bouncing away. I don't have gravity at the moment, or any advanced collision logic. All I am doing is inverting the x or y vectors based on whether the bouncing ball hits the top or sides of another rect. I feel like to resolve this issue I should get the displacement value from the overlapping rects and then 'push' the overlapping rect (the ball in this case) away from the second rectangle by using the displacement value as a positive offset. To do this I feel like it would be cleaner to separate the collisions to different sides, or corners? Does anyone have any experience in implementing a slightly more advanced version of AABB?
  2. Hello, I have been looking for a good light weight physics engine for simple aabb collision detection, and interaction(solid objects). I cant seem to find anything, the main features I am looking for are: NEEDS: ~aabb collision detection ~solid bodies ~gravity ~velocity and accelartion PREFERRED: ~ability to rotate the rectangle collisions ~circle collision with rectangles ~take weight into account DON'T WANT: ~rendering ~polygon and advanced shape collision ~other high-level stuff Thank you for your time!
  3. Hi there, I was just wondering if it's possible to lock the rotation of a body in p2, so it would behave like it would in arcade physics. Or is it possible to mix and match physics bodies between engines? Sorry, kinda new at this. Thank you in advance!
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