I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)
What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.
Liquidfun – 2D physics engine for games
51–60 of 67 posts
Re: Liquidfun – 2D physics engine for games
#52Anyone see the Strandbeest in the video?
Re: Liquidfun – 2D physics engine for games
#53It's surprisingly reasonable that they did not use Python or JS for it. I wonder how they came up with this project though - do they want to boost Android/NaCl games?
Re: Liquidfun – 2D physics engine for games
#54Re: Liquidfun – 2D physics engine for games
#55Earlier quoted context omitted.
Yep, those kind of 2d metaballs are indeed doable in GLSL - I have a WebGL proof-of-concept lying around. I really struggled to get good performance, though my shader-fu isn't up to much.
Metaballs are too expensive for more than a few particles. There are probably some other algorithms that would work better, or not doing metaballs strictly.
Re: Liquidfun – 2D physics engine for games
#56It's surprisingly reasonable that they did not use Python or JS for it. I wonder how they came up with this project though - do they want to boost Android/NaCl games?
I made one for js : https://github.com/asadlionpk/SPHjs
Re: Liquidfun – 2D physics engine for games
#57I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)
What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.
If everyone collaborated on a few such projects, we'd have a few really great Eiffel towers scattered around.
If everyone started their own, we'd have a million piles of metal all over, and very few towers.
Re: Liquidfun – 2D physics engine for games
#58Earlier quoted context omitted.
What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.
Because if everyone did that, there would be so much noise that any signal would be lost.
Re: Liquidfun – 2D physics engine for games
#59I wonder why they came up with a new library instead of contributing to box2d directly? Unless they had to break box2d's API (but off the top of my head, without looking at the code, it's hard to see why they would have to)
What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.
Re: Liquidfun – 2D physics engine for games
#60Earlier quoted context omitted.
What's wrong with creating something new? If someone decides to attempt something but there's already a similar project, why do so many think they should abandon their own to contribute to the other? They can always contribute down the road.
Because my todo list finally gets it right.
Until I make mine...