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JavaScript Physics Engine

code.google.com

21–24 of 24 posts

Re: JavaScript Physics Engine

#21

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!

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.

Re: JavaScript Physics Engine

#22

Earlier 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…

the game looks awesome, any plans for a re-release?

Re: JavaScript Physics Engine

#24

Earlier 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.

Really? Even with FF5's hardware accelerated canvas?
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