Earlier quoted context omitted.
Untrue, I used a port of Box2d (not this port, our own version) to build an "HTML5" game for sony, see link - http://www.youtube.com/watch?v=AicnuLQxHoQ Unfortunately the game was taken down due to the Japan situation. Understandable. Under Safari i was able to simulate ~80 live physics objects in a high collision environment at full frame render, bound to the DOM at 60fps on reasonable hardware 6 months ago (safari…
If you've ever used the C++ Box2D, you'll have been able to create hundreds of objects just fine. 80 still isn't much!
JavaScript Physics Engine
21–24 of 24 posts
Re: JavaScript Physics Engine
#22Earlier quoted context omitted.
TBH it's a small demo - I've heard while JS engines these days are fast, they still struggle with complex physics simulations. I can't see any performance details/improvements noted in this release - anyone got figures?
Untrue, I used a port of Box2d (not this port, our own version) to build an "HTML5" game for sony, see link - http://www.youtube.com/watch?v=AicnuLQxHoQ Unfortunately the game was taken down due to the Japan situation. Understandable. Under Safari i was able to simulate ~80 live physics objects in a high collision environment at full frame render, bound to the DOM at 60fps on reasonable hardware 6 months ago (safari…
Re: JavaScript Physics Engine
#23It's really flickery in Ubuntu 10.10 / Chrome/
Re: JavaScript Physics Engine
#24Earlier quoted context omitted.
If you've ever used the C++ Box2D, you'll have been able to create hundreds of objects just fine. 80 still isn't much!
Of course! This is now nearly possible in Chrome/Safari/FF5, but the limiting factor is still primarily re-paint time rather than the simulation itself.