Noob here, and I apologise if this is a foolish question!
I need to implement a wraparound structure such that 2D soft-body objects passing through/ overlapping screen 'edges' - for some arbitrary screen ratio - act as one would expect as if they were in a toroidal universe: falling through the bottom edge makes them appear at the top, and all collision interactions likewise create.
Think Asteroids, but made of jelly. It's a feature of the project that edge-overlapped objects must not be 'approximately correct', such that accurate tilings can be made of universes (no bad tilings)
Is this possible in Bullet?
Here, for example, is the obvious 2D move in Chipmunk
http://chipmunk-physics.net/forum/viewt ... 4&start=20
Toroidal Universe, as found in Asteroids (1978)
- drleviathan
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Re: Toroidal Universe, as found in Asteroids (1978)
Wrap around boundary conditions are not a feature of Bullet.
Not that it isn't possible... but I can't think of any easy way to do it. All of the schemes I come up with involve complex negotiations between proxy objects. In other words, you wouldn't really have one object spanning the top and bottom: you would have two (or more! at the corners) similar objects that would have to exchange collision/state information in order to coordinate what looks like a single object.
Not that it isn't possible... but I can't think of any easy way to do it. All of the schemes I come up with involve complex negotiations between proxy objects. In other words, you wouldn't really have one object spanning the top and bottom: you would have two (or more! at the corners) similar objects that would have to exchange collision/state information in order to coordinate what looks like a single object.