2
votes
1answer
109 views

SpriteKit - How to jump to specific position?

I'm would like to achieve something like Object A will jump to position A in parabolic way. For example: I am able to make the object jump but i do not know how to calculate to make the object jump ...
1
vote
1answer
135 views

Spritekit - gradually apply force vector in different direction (space ship turning)

I have a space ship that I'm applying a force vector to using a joystick for control. I would like this to smoothly fly around when I'm switching directions.. Exactly like minisquadron if you've ...
2
votes
2answers
52 views

How can I add an impulse to specific rigid bodies at rest?

Scenario Rocks falling down a rocky slope, with a flat surface at the bottom. When they land on the surface, the rocks move slightly before coming to a rest. GLESDebugDraw shows the bright orange ...
1
vote
0answers
701 views

Unity3D: collider performances on mobile iOS devices

I'm experimenting with Unity3D and colliders. Unfortunately I still don't have Unity Pro version and I can't use the profiler. Consider the following situation: mobile devices (ios, iphone 3GS). an ...
1
vote
3answers
388 views

2D Physics in a networked game (iOS)?

I am researching the possibilities for a new iOS game. It's going to be a run-n-gun type platformer, and I'm looking into the possibility of co-op multiplayer. The game itself wouldn't be very ...
5
votes
2answers
2k views

Physics or Time-Based Animation In Corona SDK (iOS) Using Box2D

I am part way through creating a Doodle Jump clone for iOS using Corona SDK. I'm currently using the physics engine (box 2D). It's not a straight clone, but I need the basic principles in place to ...
1
vote
1answer
1k views

Bodies are colliding but refusing to rotate in Box2D

I'm running box2d in C++ and hooking it up to C# via p/invoke. All physics stuff occurs in C++. My problem is that bodes know when they are colliding and do so with great precision. However if I have ...
1
vote
1answer
761 views

Should I use animated objects or use the physics engine on iOS scenes with lots of rigidbodies?

I have a scene with lots of houses and other objects. These objects will be bombarded from the sky. How to handle these kind of settings having in mind that you want the physics to be as realistic as ...