This tutorial outlines how to use post-collision physics events which can be used to gather certain unique details about a physical collision after it occurs. Read further to learn how this event differs from standard collision events.
In this tutorial, we’ll explore some common issues that Corona developers encounter when working with the built-in Box2D physics engine. From “controlling the position of objects” to “resetting objects to their initial state,” this tutorial illustrates solutions which can be implemented in development of your own project.
Some developers who use the Box2D-based Corona physics engine struggle with the setup of physical joints which are used to attach two bodies. This tutorial continues from Part 1 and aims to clarify the five remaining joint types.
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.
As you already know, Corona includes the powerful Box2D physics engine to give your games the ultimate sense of depth by providing a high-quality, realistic physics simulation — all without you having to know much more than just the “common sense” aspects of physics. Generally, if you know that gravity makes things fall, and understand […]