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.
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.
Last week on Corona Geek Hangout 145, we looked at extending libraries, loading and saving JSON data, and persisting state across app sessions. The discussion stitched all these topics together into one helpful conversation. Here are clips from Hangout #145.
Last Monday we looked at creating library extensions, loading and saving data using JSON to persist states between app uses. Today we cracked open the can of joy that is the Box2D Physics Engine. We created draggable rag dolls, used physics bodies, touch joints, and pivot joints. Download the code from today’s discussion.
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.