Tag: box2d

Hangout Highlights – Creating Motorized Wheeled Carts

Last week on Corona Geek Hangout 148, we stepped through the concepts and source code to create a motorized wheeled cart using pivot joints and Corona’s built in physics engine. We also explored applying torque and gravity to the cart to get some interesting effects. Here are clips to help you catch up. Download the examples from the Hangout to see how everything works.


Corona Geek #148 – Creating Motorized Wheeled Carts Using Pivot Joints

On today’s Corona Geek Hangout we learned how to build a motorized wheeled cart using Corona’s built-in physics engine and pivot joints. We explored why you should consider adding display objects to a group and how torque affects different parts of a wheeled physics simulation. We also explored ideas for using a wheeled cart in a game. Download the source code from today’s discussion.


Tutorial: Physics joints explained — part 1

Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. While the most basic joints are easy to configure, others are more complex and require a very specific setup. This tutorial aims to clarify some of these joints, along with their properties and methods.