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Automatically exported from code.google.com/p/box2dweb
What steps will reproduce the problem?
1. Create ball, wall and sensor (in between ball and wall)
2. Apply impulse to ball to travel through sensor towards wall
3.
What is the expected output? What do you see instead?
Should see BeginContact fired when ball goes through sensor, and when it hits
the wall. But it doesn't fire when the ball goes through the sensor.
What version of the product are you using? On what operating system?
Using Box2dWeb-2.1.a.3.js on iOS4.2.1
Please provide any additional information below.
Code is attached, unpack and upload to your server, then access index.html in
your browser
Original issue reported on code.google.com by [email protected]
on 9 Mar 2012 at 8:55
Attachments:
Including Box2D and Processing on the same page will break it.
Firefox console outputs:
18:12:22.618: Exception: missing ( before formal parameters Source File:
file:///C:/b2d/processing.js Line: 17949, Column: 16 Category: content
javascript
Tested on Windows 7 with Opera 11beta1 and Firefox 4.0b8pre
Original issue reported on code.google.com by [email protected]
on 23 Nov 2010 at 4:32
Attachments:
What steps will reproduce the problem?
1. Use Box2D.js latest browsers Chrome or Firefox (these browsers support
Object.defineProperty with full specification.
2. From javascript console type:
>> var obj = new Object();
>> Object.defineProperty(obj, "color", {value:'red'})
>> console.log(obj.color); => undefined
The output should be 'red' because these browsers support ecmascript-5
THE LINE OF BUG IS:
"Object.prototype.defineProperty instanceof Function"
THAT LINE SHOULD BE:
"Object.defineProperty instanceof Function"
WHY BUG?
to check if browser support defineProperty
if(!(Object.defineProperty instanceof Function))
HERE IS THE FULL BUG IN SOURCE CODE
if(!(Object.prototype.defineProperty instanceof Function)
&& Object.prototype.__defineGetter__ instanceof Function
&& Object.prototype.__defineSetter__ instanceof Function)
{
Object.defineProperty = function(obj, p, cfg) {
if(cfg.get instanceof Function)
obj.__defineGetter__(p, cfg.get);
if(cfg.set instanceof Function)
obj.__defineSetter__(p, cfg.set);
}
}
Original issue reported on code.google.com by [email protected]
on 27 Mar 2013 at 6:53
What steps will reproduce the problem?
1. Create a "Vector" class in your project.
2. Include box2dweb library in your project.
What is the expected output? What do you see instead?
The project defined "Vector" class works as does the box2web code. However,
both are broken.
What version of the product are you using? On what operating system?
Using Box2dWev-2.1.a3
Original issue reported on code.google.com by [email protected]
on 30 Sep 2012 at 12:04
What steps will reproduce the problem?
1. Open IE8
2. Go to http://code.google.com/p/box2dweb/
Expected to see the same homepage demo that you see in Chrome/FF/etc.
Actual: javascript error.
I can verify this happening with both the normal and minified versions of the
June 15 release.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2011 at 10:09
How do you destroy bodies without leaking memory with Box2D web? see my
question here (contains code and screenshots):
http://stackoverflow.com/questions/20817760/how-to-properly-delete-a-box2d-body-
in-version-box2dweb-2-1-a-3-box2d-v2-3-1r3
Original issue reported on code.google.com by [email protected]
on 30 Dec 2013 at 1:06
The data member returned, m_linearVelocity, is an object so any changes to it (
such as GetLinearVelocity().Normalize() ) will alter the b2Body's data member
directly.
GetLinearVelocity() should return a copy of m_linearVelocity.
SetLinearVeloity() should be used to modify m_linearVelocity.
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 15 Sep 2011 at 2:59
What steps will reproduce the problem?
1. Put the boxes like in the attached screenshot. Basically put a large box at
an angle on top of a really small one.
What is the expected output? What do you see instead?
The boxes keep wiggling, which shouldn't be possible. They should eventually
become motionless (=gray).
What version of the product are you using? On what operating system?
The live demo.
Original issue reported on code.google.com by thany81
on 13 Jan 2011 at 1:19
Attachments:
It would be very nice if you gave the public access to the source code of your AS3 compiler under a free software license. Will you please consider doing so? I think this would benefit the free software community.
Thank you for your consideration. : )
What steps will reproduce the problem?
1. Create a ContactListener on your world, with BeginContact defined to log
it's use
2. Create a dynamic body with a fixture of some sort attached
3. Create a static body with a sensor fixture attached
4. Drop dynamic body on to sensor
5. observe BeginContact on ContactListener does not fire
What is the expected output? What do you see instead?
I expected BeginContact to fire, and this didn't happen. I also expected the
sensor object's ContactList to contain contacts referencing the objects within
it. This was also not the case.
What version of the product are you using? On what operating system?
2.1a.1, in Google Chrome (current, stable channel).
Original issue reported on code.google.com by [email protected]
on 18 Nov 2010 at 1:08
What steps will reproduce the problem?
1. Create a new b2FixtureDef();
2. Set isSensor = true
3. Add the fixture to a KinematicBody
4. Test the application
What is the expected output? What do you see instead?
Expected: the BeginContact event/callback should fire when a DynamicBody hits a
sensor KinematicBody.
I see: the dynamic body goes through the KinematicBody but no contact event is
fired. Just inside the Adobe DPS platform. On iPad Safari's browser it works ok.
What version of the product are you using? On what operating system?
Adobe DPS v26
Box2dWeb: 2.1.a.3
Please provide any additional information below.
Since Adobe DPS is a very commom publish platform, I think you would like to
know about this error. I saw this issue (29:
https://code.google.com/p/box2dweb/issues/detail?id=29) and I will investigate
if there is any relation about this MIN_VALUE. I tought Adobe DPS was using the
ipad Safari's browser to display HTML content in its magazines, but now im not
sure.
Original issue reported on code.google.com by [email protected]
on 13 May 2013 at 7:05
Documentation comments of Box2dFlash-source should not be removed in the
non-minified source code. This is very helpful for IDE-users
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 11:15
Since a body can have multiple fixtures attached to it, it would be nice if
GetFixtureList (and all other Get...List functions) would return an actual
array of fixtures, rather than a single fixture. Particularly for bodies with a
complex shape that necessitates using multiple fixtures, getting a list of all
of these is currently impossible
(note that the C++ version of box2d implicitly returns a list by returning a
pointer to an array. I don't know what the actionscript implementation does,
but it *should* return an array, not a single fixture =)
Original issue reported on code.google.com by [email protected]
on 20 Dec 2012 at 10:34
b2DestructionListener.SayGoodbyeFixture method is not called when parent body
is destroyed with
world.DestroyBody method.
Original issue reported on code.google.com by [email protected]
on 21 Dec 2010 at 2:55
Attachments:
When trying to load Box2dWeb 2.1a.3b in FF 3.6, an error is thrown which states
that "Object.defineProperty" is not defined.
Original issue reported on code.google.com by [email protected]
on 19 May 2011 at 9:03
This article might help with replacing the dictionary issue, albeit trading
some performance for simplicity ..
http://yuiblog.com/blog/2006/09/26/for-in-intrigue/
for (name in obj) {
if (obj.hasOwnProperty(name)) {
...
}
}
Original issue reported on code.google.com by [email protected]
on 28 Sep 2010 at 1:23
Your google code main page lists that box2dweb is under the "MIT License". The
actual source files don't say anything to this regard; they solely contain Erin
Catto's original zlib License. Is box2dweb really under MIT License (which
breaks license consistency with both box2d and box2dflash)?
Thanks!
Original issue reported on code.google.com by [email protected]
on 22 Nov 2010 at 6:34
eg.
function b2BoundValues() {
b2BoundValues.b2BoundValues.apply(this, arguments);
if (this.constructor === b2BoundValues) this.b2BoundValues.apply(this, arguments);
};
They do belong at the end of function expressions, which is correctly reflected
in the source code
Original issue reported on code.google.com by [email protected]
on 26 Aug 2011 at 2:02
The demo runs on mobile phone slowly.
What version of the product are you using? On what operating system?
version of the product:box2dweb 2.1
operating system:android 2.2
Please provide any additional information below.
browser:webkit
cup:800MHz
Memory:4G
Original issue reported on code.google.com by [email protected]
on 14 Nov 2011 at 7:32
What steps will reproduce the problem?
1. Run IE9
2. Go to http://code.google.com/p/box2dweb/
I made a game using this and testing in Chrome and was devastated to find -
after making the game - that it doesn't work in the (admittedly awful but) most
common browser on the planet.
Nowhere on the main page does it say that it doesn't work in IE9. Please
change the title page to inform would-be developers to steer clear of it until
it works to avoid future heartache. eg. "works in modern browsers, does not
work in IE"
I would be eternally grateful if a fix was made to account for the very minor
errors experienced in IE. I absolutely love box2dweb - you are awesome.
P.S. The engine DOES work wonderfully and at 60fps on my Android phone! Great
work!
Original issue reported on code.google.com by [email protected]
on 22 Aug 2011 at 6:30
var bcd = new b2BuoyancyController
bc = world.CreateController(bcd)
These lines throw "Controller can only be a member of one world". Commenting
out line 6904 solves the problem.
Original issue reported on code.google.com by [email protected]
on 24 Dec 2010 at 10:48
Opera 11 doesn't support "Object.defineProperty", maybe it's possible to use
__defineGetter__ and __defineSetter__ insted?
Tested with Box2dWeb-2.1a.3b and Opera 11.10 on Linux
Original issue reported on code.google.com by [email protected]
on 6 Jul 2011 at 8:14
What steps will reproduce the problem?
1. run a box2dweb app on chrome
2. call (new Date).toLocaleTimeString();
3. (my test code is a bit more complex as it went through processing.js). I
think I know the solution, so haven't produced a particularly simple test case,
but can do if the problem remains
What is the expected output? What do you see instead?
(new Date).toLocaleTimeString(); produces an error:
Error: Internal error. Formatter and date value have to be specified.
Please provide any additional information below.
After hunting around a lot, I think this is because this code attempts to
redefine Object.defineProperty.
console.log(Object.defineProperty);
if(!(Object.prototype.defineProperty instanceof Function)
&& Object.prototype.__defineGetter__ instanceof Function
&& Object.prototype.__defineSetter__ instanceof Function)
{
Object.defineProperty = function(obj, p, cfg) {
if(cfg.get instanceof Function)
obj.__defineGetter__(p, cfg.get);
if(cfg.set instanceof Function)
obj.__defineSetter__(p, cfg.set);
}
}
It ought to only do it when it does not exist, but in recent Chrome,
defineProperty is a native function which seems not to appear in the prototype.
I think I have fixed it by adding a check against Object.defineProperty:
if((!(Object.prototype.defineProperty instanceof Function)
&& !(Object.defineProperty instanceof Function))
&& Object.prototype.__defineGetter__ instanceof Function
&& Object.prototype.__defineSetter__ instanceof Function)
{
Object.defineProperty = function(obj, p, cfg) {
if(cfg.get instanceof Function)
obj.__defineGetter__(p, cfg.get);
if(cfg.set instanceof Function)
obj.__defineSetter__(p, cfg.set);
}
}
Original issue reported on code.google.com by [email protected]
on 24 Jun 2013 at 9:31
Attachments:
What steps will reproduce the problem?
1. Create a body with fixedRotation=true, A.
2. Create a prismatic joint with one of the bodies being A.
3. Observe A fail to be affected by the joint.
What version of the product are you using? On what operating system?
Latest version, I believe. I am running Mac OS X 10.7.4.
Original issue reported on code.google.com by [email protected]
on 29 Jul 2012 at 2:09
Hi Uli
This is not an actual issue, but I could not contact you any other way. I
thought you might want to get in touch with Jonas Wagner who has also written a
parser to produce a JS box2d port from AS3, see here:
http://29a.ch/2010/4/17/box2d-2-flash-ported-javascript
His version is 2.0.2, so missing some cool features that 2.1 has. I am using
his because its stable, else I'd be using yours as I need EdgeShapes and curves
would be great, too.
I thought maybe together you and him could move things forward more steadily?
Original issue reported on code.google.com by [email protected]
on 25 Oct 2010 at 12:31
box2d flash documentation :
http://www.box2dflash.org/docs/2.0.2/manual#World_Boundary
How do I setup world boundary listeners in box2d web-js.
Original issue reported on code.google.com by [email protected]
on 27 Mar 2013 at 8:00
What steps will reproduce the problem?
1. Object.defineProperty polyfill is not correct
2. It checks whether __defineGetter__ etc. is defined, which is deprecated.
3. Solution: Don't manipulate defineProperty if it's available. No other && is
required.
Original issue reported on code.google.com by [email protected]
on 26 Sep 2013 at 12:34
What steps will reproduce the problem?
1. 2 bodies with fixture group set to collide with each other (-1, and 1)
2. when bodies contact, change the one with the group 1 to -1
3. collision group is changed, but bodies still collide
What is the expected output? What do you see instead?
world should update filters and bodies should not collide
What version of the product are you using? On what operating system?
2.1a, Mac OSX
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 21 Feb 2012 at 4:51
It would be nice if this project was updated to the latest version of Box2D.
Specifically, the one containing the new(ish) b2RopeJoint.
Original issue reported on code.google.com by [email protected]
on 9 May 2012 at 9:41
In the r26 version. The Box2D.js file contains a duplicated line of code.
685. var IBroadPhase = Box2D.Collision.IBroadPhase;
686. var IBroadPhase = Box2D.Collision.IBroadPhase;
Original issue reported on code.google.com by [email protected]
on 11 Apr 2011 at 1:24
Following code fails and browser hangs - tested on opera 11 and Firefox 4.0b8.
var pjoint = new b2PrismaticJointDef();
pjoint.Initialize(o1, o2, o1.GetPosition(), o2.GetPosition());
world.CreateJoint(pjoint)
Original issue reported on code.google.com by [email protected]
on 18 Nov 2010 at 9:55
Errors appear in IE9:
SCRIPT438: Object doesn't support this property or method Box2dWeb-2.1a.2.js.js, line 2036 character 4
SCRIPT5007: 'undefined' is null or not an object Box2dWeb-2.1a.2.js.js, line 346 character 7
Only tested on Win 7 64bit - IE9 Beta 9.0.7930
Any ideas?
Original issue reported on code.google.com by [email protected]
on 15 Jan 2011 at 12:41
What steps will reproduce the problem?
1. Export the demo projects to IOS/Android using Marmalade/Phonegap
2. Run demo on Device and use finger to grab and throw objects
3. Objects will not respond to touch events
What is the expected output? What do you see instead?
Would be great if one could grab and throw B2D objects
What version of the product are you using? On what operating system?
Please provide any additional information below.
The following additional handlers will allow you to run the example on IOS and
android devices
document.addEventListener('touchstart', function(event) {
isMouseDown = true;
var touch = event.touches[0];
mouseX = (touch.pageX - canvasPosition.x) / 30;
mouseY = (touch.pageY - canvasPosition.y) / 30;
//alert("Touch x:" + touch.pageX + ", y:" + touch.pageY + ',len='+event.touches.length);
}, false);
document.addEventListener('touchend', function(event) {
isMouseDown = false;
mouseX = undefined;
mouseY = undefined;
//alert('Tend' + event.touches.length);
}, false);
document.addEventListener('touchmove', function(event) {
event.preventDefault();
var touch = event.touches[0];
mouseX = (touch.pageX - canvasPosition.x) / 30;
mouseY = (touch.pageY - canvasPosition.y) / 30;
//alert("MOve - Touch x:" + touch.pageX + ", y:" + touch.pageY);
}, false);
Original issue reported on code.google.com by [email protected]
on 5 Aug 2012 at 7:03
Insert prototype.js in demo.html:
<script type="text/javascript" src="Box2dWeb-2.1a.2.js"></script>
<script type="text/javascript"
src="https://ajax.googleapis.com/ajax/libs/prototype/1.7.0.0/prototype.js"></scr
ipt>
And got this error:
Uncaught TypeError: Cannot read property 'lowerBound' of undefined
b2AABB.TestOverlapBox2dWeb-2.1a.2.js:865
b2DynamicTree.QueryBox2dWeb-2.1a.2.js:2285
b2DynamicTreeBroadPhase.UpdatePairsBox2dWeb-2.1a.2.js:2511
b2ContactManager.FindNewContactsBox2dWeb-2.1a.2.js:6137
b2World.StepBox2dWeb-2.1a.2.js:6949
update
Chrome/FF4.0.
Original issue reported on code.google.com by [email protected]
on 28 Mar 2011 at 11:55
When you try to use b2EdgeShapes one suddenly run into problems, because
several parts are not yet fully implemented.
To get the shapes working I attached a preliminary patch (edge shapes can be
created at least).
However, since the b2DistanceProxy.prototype.Set is yet not implemented for
EdgeShapes, any collisions will result in an error.
Original issue reported on code.google.com by CWBudde
on 24 Jul 2012 at 12:22
What steps will reproduce the problem?
1. world.AddController(contA)
2. world.AddController(contB)
3. world.RemoveController(contA)
4. contA.Step is still called at each world step beyond this point.
Add controller never updates contA.m_prev when contB is added. Subsequently,
RemoveController(contA) call has no effect and contA remains on the list of
controllers.
What is the expected output? What do you see instead?
I expect contA.Step to not be called from then on.
"Patch" (excuse the non-patch nature, added lines marked with '+'):
b2World.prototype.AddController = function (c) {
+ if( this.m_controllerList !== null ) {
+ this.m_controllerList.m_prev = c;
+ }
c.m_next = this.m_controllerList;
c.m_prev = null;
this.m_controllerList = c;
c.m_world = this;
this.m_controllerCount++;
return c;
}
Original issue reported on code.google.com by [email protected]
on 27 Mar 2015 at 4:26
What steps will reproduce the problem?
1. Open the home in firefox, doesn't work.
2. Same with chrome. There are quick to resolve errors in console.
Original issue reported on code.google.com by [email protected]
on 18 Jun 2014 at 6:35
I've adapted the mjs 3D vector/matrix javascript library to 2D.
Link: http://blog.vlad1.com/2010/02/05/mjs-simple-vector-and-matrix-math-for-js/
It's an efficient library that minimizes object allocation and uses native
float arrays provided by WebGL when available, but also gracefully falling back
to javascript arrays.
It might be worthwhile porting all Box2Dweb vector math to use this lib. I
haven't made any benchmarks myself, but here are the ones for the 3D lib
(quoting):
The test is simple: it multiplies two matrices together in a loop 1,000,000
times.
Test Time
mjs, JIT, matrix reuse 140 ms
mjs, JIT, no reuse 533 ms
Sylvester, JIT, no reuse 5,280 ms
mjs, no JIT, matrix reuse 25,833 ms
mjs, no JIT, no reuse 26,681 ms
Sylvester, no JIT, no reuse 41,996 ms
Native C++, SSE2, matrix reuse 71 ms
Native C++, SSE2, no reuse 142 ms
It's a small library, easy to port, but if you're interested, it's already
attached here.
Original issue reported on code.google.com by [email protected]
on 28 Sep 2010 at 6:05
Attachments:
What steps will reproduce the problem?
1. Having a simulation running for some time.
The simulations suffer very annoying hiccups every now and then. Profiling
box2dweb with firebug you can see the insane amount of calls to the b2Vec2()
constructor. I think the garbage collector has quite a lot of work while
running a box2d simulation.
I know this is more a browser issue I would say, but maybe we could reduce the
number of constructor calls, or use object literals which I feel are faster but
I haven't got any prove. Also experimenting with the delete statement may be
worth.
Original issue reported on code.google.com by [email protected]
on 9 Jul 2011 at 10:30
I'm trying to use box2dweb as a nodejs module but the use of the window object
is causing me some trouble. Also modifying Function.prototype doesnt look very
promising in order to get it working along with nodejs or other js libs.
Original issue reported on code.google.com by [email protected]
on 5 Apr 2011 at 4:40
What steps will reproduce the problem?
1. Run current demo on Safari 5 for Mac.
What is the expected output? What do you see instead?
- see a blank page, nothing happens
What version of the product are you using? On what operating system?
OS X 10.6.4, Safari 5.0.1.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 6 Sep 2010 at 11:34
see snippet: http://pastebin.com/jh6RnsQa
it's pretty much what demo already have, but if you use it this way users can
read and understand the sample much easier
Original issue reported on code.google.com by [email protected]
on 7 Nov 2012 at 5:40
Attachments:
What steps will reproduce the problem?
1. Create multiple single-fixture rectangular bodies (using SetAsBox) in the
world.
2. Call QueryAABB, passing it a callback and an AABB centred at the location of
one of the bodies and with a size sufficient to overlap several bodies.
3. The callback is only called once for the first overlapping fixture found, no
matter how many fixtures are intersecting with the defined AABB.
What is the expected output? What do you see instead?
I'm expecting the callback to be called once for each fixture that the AABB
overlaps.
What version of the product are you using? On what operating system?
2.1a.3 on OSX
Please provide any additional information below.
If I manually loop through the bodies and do the AABB check myself, everything
works as I expect. I'm not sure what is going on with the QueryAABB function.
Original issue reported on code.google.com by [email protected]
on 26 Mar 2013 at 6:59
Using Box2dWeb-2.1a.2.js
On line 2498:
for (var each in __this.m_moveBuffer) {
__this.m_moveBuffer is an Array. You should not use 'for ... in' with Array in
js - if you extend the Array prototype (a common practice) then this code will
break.
Instead, the code could read:
for (var each = 0; each < __this.m_moveBuffer.length; each++) {
I don't know if this error appears other places in the codebase, but this is
the one that's breaking my code right now.
Original issue reported on code.google.com by [email protected]
on 21 Apr 2011 at 1:37
What steps will reproduce the problem?
1. Spend months developing a large and complex game that relies on Box2dWeb
2. Test it to death, and not see any problem
3. Release it, then test it to death on Android 4 :)
What is the expected output? What do you see instead?
I don't expect static and kinematic bodies to move. They move.
What version of the product are you using? On what operating system?
Box2dWeb-2.1.a.3.js on Android 4
Please provide any additional information below.
Description of the problem, with screenshots of debug, here:
http://coding.tinternet.info/friction-pool-serious-android-4-problem
If anyone has any insight, I'd be glad to hear it. If anyone has a fix, I'd be
even gladder! Maybe this is another floating point problem somehow (like issue
29: http://code.google.com/p/box2dweb/issues/detail?id=29)?
Original issue reported on code.google.com by [email protected]
on 26 Oct 2012 at 9:38
What steps will reproduce the problem?
1. Set the contact filter for 2 bodies so that they are in the same group, but
two different maskbits (should not collide)
2. b2ContactFilter has a hardcoded 'returns true' for should collide, exiting
the function before the category <--> maskbits comparison occurs.
What is the expected output? What do you see instead?
Setting the categorybits & maskbits of a body should behave as it does in
box2d/box2d-as3
What version of the product are you using? On what operating system?
2.1a -
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 12 Sep 2011 at 2:28
The feature request is a node.js (and incidentally a commonJS compatible)
version of the library.
Following the node.js and CommonJS specification http://www.commonjs.org/specs/
I added a lot of 'exports'-assignments at the end of the library like so:
exports.Box2D = {} ;
exports.Box2D.Collision = {};
exports.Box2D.Collision.b2AABB = Box2D.Collision.b2AABB;
exports.Box2D.Collision.b2Bound = Box2D.Collision.b2Bound;
...
and so on for all public API functions.
I have only done minimal testing but so far it works as expected with setting
up the world and simulating some simple things.
Even cooler would be if the library was available through the node package
manager (http://npmjs.org/).
Original issue reported on code.google.com by [email protected]
on 15 Aug 2011 at 4:53
What steps will reproduce the problem?
1. Create a body
2. Create a non-zero density fixture
3. Check body's MassData
What is the expected output? What do you see instead?
Body's mass is correct but inertia is null!
What version of the product are you using? On what operating system?
2.1.a.3
Please provide any additional information below.
http://www.box2d.org/forum/viewtopic.php?f=3&t=8010
Original issue reported on code.google.com by [email protected]
on 14 Nov 2013 at 11:00
Please consider moving to Github.com :)
Original issue reported on code.google.com by [email protected]
on 27 Dec 2012 at 1:32
What steps will reproduce the problem?
1. Create a physics simulation
2. Do something else (like going to level selection
3. Run the same physics simulation again
What is the expected output? What do you see instead?
Everything is moving twice the speed
What version of the product are you using? On what operating system?
2.1.a.3 Windows Vista
Please provide any additional information below.
On some tutorials like https://www.scirra.com/manual/98/physics people warned
about this and told to put Set Stepping Mode to "fixed". But I can't find such
a property in Box2dWeb.Has this been implemented? If not, is there some other
way of keeping the speed fixed?
Original issue reported on code.google.com by [email protected]
on 14 Oct 2013 at 2:47
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A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.