Thanks, I know clutter-box2d, although only checked the impressive demos and not hacked anything myself... So does it support this kind of "scene" collision also? Meaning that things don't actually collide but just affect each other, for cars colliding together something like box2d surely would be usable to get physics realistic.
I'll anyway do some testing with clutter-box2d also, thanks! - Kaitsu - On Thu, Jul 24, 2008 at 4:01 PM, Emmanuele Bassi <[EMAIL PROTECTED]> wrote: > On Thu, 2008-07-24 at 15:53 +0300, Kaj Grönholm wrote: > > Hey all, > > > > Updated myself with the improvements in 0.8 yesterday, with a twist to > > see how well Clutter would suit (action) game development, see: > > http://kgronholm.blogspot.com/2008/07/clutteroad.html > > > > Haven't really done any game programming since 90's so please bare > > with me =) So far didn't find anything else which couldn't be solved > > with some work, except tracking that car stays in road and adapts into > > environment. So any ideas on what would be nicest way to do this > > "collision detection" with Clutter? Any new API ideas in there, maybe > > it would be possible to improve picking code and add extra boolean > > parameter in clutter_stage_get_actor_at_pos() to ignore totally > > transparent parts of actors? > > you probably want to have a look at the clutter-box2d library, which is > a Clutter-based wrapper around the Box2D physics engine; with that you > can get collision detection, gravity, momentum and all the other things > that a physics engine provide. > > ciao, > Emmanuele. > > -- > Emmanuele Bassi, OpenedHand Ltd. > Unit R, Homesdale Business Centre > 216-218 Homesdale Rd., Bromley - BR12QZ > http://www.o-hand.com > > -- > To unsubscribe send a mail to [EMAIL PROTECTED]<[EMAIL PROTECTED]> > >
