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Liquidfun – 2D physics engine for games

github.com

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Re: Liquidfun – 2D physics engine for games

#5
post #3

I didn't spot a liquid (without particles) looking demo in the videos - would that be easy to make? Would you be able to make visuals look like Wii's Fluidity game using this easily?

Yes, you basically render the particles as metaballs for that sort of effect. Should be doable in glsl, though I haven't personally done it.

Edit: here's a video showing the technique: http://vimeo.com/4391370

Re: Liquidfun – 2D physics engine for games

#6
They say that this is an extension of Box2D, not a really new engine. This is kind of important, because the simulation of soft spherical particles is a much easier problem than the simulation of rigid bodies. (Unless they are doing some fancy things I'm not aware of). Maybe, there is some complexity in handling both soft and rigid bodies, but I don't think that there should be a problem.

Re: Liquidfun – 2D physics engine for games

#7
post #5
post #3

I didn't spot a liquid (without particles) looking demo in the videos - would that be easy to make? Would you be able to make visuals look like Wii's Fluidity game using this easily?

Yes, you basically render the particles as metaballs for that sort of effect. Should be doable in glsl, though I haven't personally done it. Edit: here's a video showing the technique: http://vimeo.com/4391370

Rendering rigid bodies as metaballs is a big step away from buoyancy

Re: Liquidfun – 2D physics engine for games

#8

  For applications on Google Play that integrate this tool, 
  usage is tracked. This tracking is done automatically using 
  the embedded version string (b2_liquidFunVersionString),
  and helps us continue to optimize it.
Is this tracking functionality restricted to libraries by Google employees? Seems like it would be useful for all third-party library developers to see how their libraries are being used and can be improved.
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