Comments (6)
Oh, it was switched off in config. Thank you. And sorry for disturbing, take my questions as «dumb user test» for your project.
from 3dreamengine.
Welcome back!
The physics has been extracted into its own extension: https://3dreamengine.github.io/3DreamEngine/docu/extensions/physics
Specifically this is how to create a shape (the prepared collision mesh) and world:add
(which then creates an collider)
--create a shape from this object and it's current transformation
local shape = physics:newObject(object)
--add this shape to the world
local collider = world:add(shape, "dynamic", x, y, z)
from 3dreamengine.
Thanks. But:
Error: extensions/physics/world.lua:261: attempt to index field 'physics' (a nil value)
Where is the creation of love.physics table?
from 3dreamengine.
Either in the conf.lua https://love2d.org/wiki/Config_Files or you can require it manually love.physics = require("love.physics")
from 3dreamengine.
And some more questions.
Method moveTo removed. So, how to move collider to vec3 coordinates? I guess applyForce or applyLinearImpulse are not the best way.
I've used colliders to detect mouseclicks at mobs and raycasts between mobs. Looks like it's not good choice for such a thing now and I should use RaytraceMesh?
from 3dreamengine.
Yes, use raytracing for that. The physics extension is 2.5D and is based on Box2d. Setting position is an oversight from me, will add that, but it boils down to collider:getBody():setPosition(x, z)
and collider.y = y
where body is a love2d physics body.
from 3dreamengine.
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from 3dreamengine.