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Home » Nape Physics » Community Creations » The official Bold Pixel thread (We wrapped Nape)
The official Bold Pixel thread [message #246] Fri, 01 October 2010 16:27
VortixGames  is currently offline VortixGames
Messages: 26
Registered: August 2010
Junior Member
With phase 1 of the wrapper done, it's time to show off what we want to achieve with this wrapper. The wrapper will be released with the public version of Bold Pixel, as soon as our current project is finished.

Underneath the Bold Pixel physics package is Nape. There's nothing fancy or magical about it, it's just a bunch of Nape's code. Coding a wrapper only makes sense if there are some specific objectives:

1. All the stuff that needs to be done when something is changed in Nape should need one line only. So if changing position of a kinematic object, the velocity is automatically calculated or when changing a material, all shapes get the new material (more on this later)

2. Simplified processes following the convention over configuration ideal. This means that the wrapper is less powerful out of the box than Nape itself, but methods are provided to allow access to all the important stuff.

3. Presets! All entities (bodies in Nape lingo Smile) are presets of some behavior we want to achieve. The wrapper is supposed to give support to the simple direct stuff that lies in a abstract class. Each preset is supposed to extend that abstract class in order to automate most processes.

This is the main idea for now, more to come with demos and discussion, but here's a demo, click the stage to repeat the simulation: http://megaswf.com/serve/53825/

In it there's a core wrapper (the engine itself), a bunch of abstract entities (boxes and balls) with some materials, core walls (a preset to create debug walls) and a explosive (a preset that triggers a explosion).

[Updated on: Fri, 01 October 2010 16:28]

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