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Why make a physics engine if it performs poorly on the actual platform/hardware it should be running on
Now try this on calc and cry =(
Hm, it looks like that isn't true segmented rope physics though - each individual segment doesn't appear to affect the forces on the other segments (for example, when you yank the rope the ball doesn't fly upwards)
Chipmunk's physics engine allow you to create such a thing, actually, it's just a matter of having joints.Pretty much the same thing as : http://developer.coronalabs.com/content/chains (not the same eaxc syntax, but pivot/pin(?) joints on the bodies and boom there you go.Now with the speed, it's still slow on the calc, but it's worth trying, just to test what rope physics give, with chipmunk.
(I just tried your .tns -> it's so cool on TINCS that you will be making everyone lose time :x lol congratz)
We should try to make it with chipmunk too and see how it compares to your code, speed-wise, on TINCS it probably will be the same, on the device I don't know.
Quote from: adriweb on January 08, 2013, 02:28:22 am(I just tried your .tns -> it's so cool on TINCS that you will be making everyone lose time :x lol congratz)how do you mean lose time?
Quote from: adriweb on January 08, 2013, 02:28:22 amWe should try to make it with chipmunk too and see how it compares to your code, speed-wise, on TINCS it probably will be the same, on the device I don't know.It'll be way better, I'm sure of that, but I never tried chipmunk on calc (still 3.1)