It will be released as a beta version. Not all features of Box2D will be available in the first few versions. Specifically joints are not yet wrapped. Once the main concepts are implemented and working, it shouldn't be difficult to add more features.
It will be released as a beta version. Not all features of Box2D will be available in the first few versions. Specifically joints are not yet wrapped. Once the main concepts are implemented and working, it shouldn't be difficult to add more features.
1. The B4J/A wrapper which is based on jBox2D is quite simple and straightforward.
2. The B4i wrapper is more complicated.
3. Both wrappers expose an identical API. I don't think that it would have been easier for me to start with the already wrapped library. If I remember correctly Informatix chose a different approach when exposing jBox2D. His approach is good for the library he created however it is less suitable when the API must be identical to the B4i library.
A lot of the work was actually in different areas related to BitmapCreator and the B4X code that ties the pieces together.
Well, the problem will be easier when you will have to make 3D too . This will happen very soon, because "I need" to implement an animation similar to one used in Zynga Poker: some coins are practically "thrown on the user's face", and they are 3d, they rotate during "the flight".
Obviously I'm joking, I give the coins in a much more polite way
Oops. I'm working with two monitors and I set the window to start in -1000 so it will start in the second monitor and won't hide the logs. Will upload a new one tomorrow.
is the debug draw done with canvas? in ios you will get very bad result when u use canvas. i am not sure how you are combining box2d and your drwing library but trying to use spritekit approach may work.
so try to take a simple imageview and connect it to the body and draw once on it the body shape may work well. even if you use canvas to draw on the imageview since you do it only once. by connect i mean use the center of the body as the center of the imageview and move the imageview according to the body including the rotation every timestamp.
Debug draw is done with a canvas. Performance didn't look too bad on iOS. I'm using a scaled down canvas.
Remember that debug draw is only used for debugging so its performance is not critical.
looks really good erel. performance is not bad at all. do you remove the bodies ones they are outside the screen?
what means counter? is it just a simple int that goes up each frame by 1?
it looks like when a ball falls down on another ball in full speed he enter a little bit the other ball. i am not sure if it has something to do with the collisions event or if the drawing has a delay.
I wasn't clear before. The debug drawing layer is made of the rectangles around the bodies. All other drawings are not related to debug drawing.
They are drawn with BitmapCreator. It is done in an efficient way.