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.
Today’s tutorial is a brief overview of how to handle collisions between LiquidFun particles and Box2D rigid bodies, allowing for more advanced implementation of the LiquidFun system. Read further to learn how.
This week’s tutorial is an introduction to LiquidFun physics effects. LiquidFun allows you to simulate faucets, pools, waves, streams, and other amazing effects for scenarios where the physics world is not composed entirely of rigid objects. Read further to learn the basics.
During this week’s Corona Geek Hangout we discussed concepts from the Physics API like applyForce and applyTorque. Roaming Gamer’s Ed Maurina stepped us through examples of each concept and explained how they affect game objects. Spiral Code Studio’s Sergey Lerg also walked us through how he ported his Cubic Run LD game code to HTML5 using Corona SDK.
Starting in Daily Build #2154, we’ve added the ability to trace the outline of non-transparent assets in both an image or frames from an image sheet. These outlines can then be used for drawing a polygon or generating physics bodies. Read further to learn how.
During this week’s Corona Geek, it almost literally rained cats and dogs during the rain and lightning code snippet walkthroughs. We walked through a great piece of code by Corona Ambassador Volodymr Sergeyev, that showed how to create and recycle objects to simulate rain. Ed Maurina modified that code on the fly and the results will make you laugh out loud.
During this week’s Corona Geek Ed Maurina, developer of Corona SDK game templates at Roaming Gamer, walked us through a Corona SDK code snippet that makes your game characters jump. Using Corona’s built in physics engine, we applied force to a single character and then added a second character to show how easy it is to handle touch events for multiple objects using the same function.