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Starting Box2D 3.0

76 pointsby kristoff_itover 2 years ago

3 comments

andrewmcwattersover 2 years ago
&gt; Another benefit of speculative collision is that I can elminate[sic] the polygon skin&#x2F;radius on collision shapes. That was necessary to keep shapes separated for the time of impact algorithm. This should no longer be necessary in version 3.0. I never liked this artificial separation of shapes.<p>Hah! In Planimeter Game Engine 2D, we shrink physics objects by the polygon skin slop so that we can achieve &quot;pixel approximate&quot; physics.[1] We keep sprite sizes the same and as a result there&#x27;s no visible separation of objects, but Box2D continues to safely separate objects.<p>afaik, we&#x27;re the only engine that does this with Box2D, and I think the results end up superior.<p>[1]: <a href="https:&#x2F;&#x2F;github.com&#x2F;Planimeter&#x2F;game-engine-2d&#x2F;blob&#x2F;master&#x2F;engine&#x2F;shared&#x2F;entities&#x2F;entity.lua#L819">https:&#x2F;&#x2F;github.com&#x2F;Planimeter&#x2F;game-engine-2d&#x2F;blob&#x2F;master&#x2F;eng...</a>
whateveracctover 2 years ago
Exciting! The use of C will make it easier to bind from my language of choice.
pjmlpover 2 years ago
He should have kept the better type safety from C++ and expose C like API surface, as actually libc is implemented by MSVC and clang.<p>No big rewrite effort, better type safety.<p>Get ready for CVEs.
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