Creating a physics joint between two or more physical objects? (DEF-3025) (SOLVED)

#1

Hi all,

Any ideas on the best way to create a moving / flexible physics joint between two or more physical objects ?

For example, create a joints that can be used to join the limbs of a ragdoll figure, or attach the wheels of a vehicle to its body…etc, similar to the Box2D joints (ie. Pivot, Distance, Piston, Friction, Weld, Wheel, Pulley, Touch, Rope, Gear joints)

Many Thanks

8 Likes

Throwing dynamic objects (SOLVED)
#2

There is currently no support for joints so you need to write a solver for what you need. @Ragnar_Svensson might have some ideas?

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#3

These are all good suggestions imo, and it’s nice to know that this is actually already in the Box2D engine.

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#4

I absolutely agree, joints the must have feather.
I Hope for a soon integration.

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#5

started to port some games on Defold from flash. really vote up for joints feature!

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#6

+1 for joints,
A lot of game ideas and mechanics are cut by the fact that there is no joints support in the engine.
Please implement.

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#7

Hi,
I have an idea of a game, where a character swings on a rope. I need to implement a rope. I really need joints to do this.
If Defold has some other alternatives or best practice, please let me know.
Thank you

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#8

We are all waiting for it.

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#9

Yes! Joints will be a useful feature. My vote here. :slight_smile:

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#10

I look forward to it! :hugs:

1 Like

#11

linked topic Physics and joints (DEF-3025)

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#12

We planned the next sprint (release) today. This sprint will not include any improvements to the physics system besides the synchronous ray cast functionality. We’re focusing a lot on the Facebook SDK upgrade and some other quite critical things. Next sprint will not contain much in terms of physics either. BUT, the sprint after that (ie in 4 weeks) we will do a physics focused sprint where the joints support will be included, as well as some other neat things such as exposing additional properties (configurable gravity anyone?).

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#13

That would be great. Thanks

+1

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#14

+1
Could this gravity affect somehow particle fx? Beside of using its acceleration itself? :slight_smile:

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#15

No, I’m afraid not. The gravity is solely for the 2D/3D physics system and the particles are not part of that.

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#16

Big news! Huge feature. Maybe be you could squeeze in chain shape support, too? :wink:

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#17

7 weeks passed…

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#18

I know. But on the other hand we have this in our current sprint (planned earlier today):

There is a very high likelihood of joints being shipped within one or two releases.

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#19

Solved in 1.2.156

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