Difference between revisions of "LiquidFun"
From GiderosMobile
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To add LiquidFun physics engine to your application you call:  | To add LiquidFun physics engine to your application you call:  | ||
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require "liquidfun"  | require "liquidfun"  | ||
</source>  | </source>  | ||
Revision as of 14:28, 13 July 2023
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Available since: Gideros 2011.6
Description
LiquidFun physics engine, is a 2D rigid-body and fluid simulation C++ engine based on Box2D. The fluid simulation was implemented by Google http://google.github.io/liquidfun/Programmers-Guide/html/index.html.
To add LiquidFun physics engine to your application you call: <syntaxhighlight lang="lua"> require "liquidfun" </source>
Basically you:
- create the 2d world => B2.World.new
 - debug drawing (recommanded for testing) => B2.DebugDraw
 - create your body => B2.World
 - define the shape of your body => example: a sphere B2.CircleShape
 - add the fixture => B2.Body:createFixture
 - add joints (optional) => B2.World:createJoint
 - HAVE FUN!
 
Classes
b2 (Joint defs, ...)
b2.Body
b2.Contact
b2.DebugDraw
b2.Fixture
b2.Joint
b2.Manifold
b2.ParticleSystem
b2.Shape
b2.World
b2.WorldManifold