Difference between revisions of "LiquidFun"
From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight") |
|||
Line 8: | Line 8: | ||
To add LiquidFun physics engine to your application you call: | To add LiquidFun physics engine to your application you call: | ||
− | < | + | <syntaxhighlight lang="lua"> |
require "liquidfun" | require "liquidfun" | ||
</source> | </source> |
Revision as of 14:28, 13 July 2023
Supported platforms:
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