It seems the physics simulation has changed on new builds

Dear friends,

Does anyone know what has changed in the physics after the build 845? I just tested the last build and realised that the physics simulation is performing a bit different from the older builds.

Please, if possible, try the following sample using different builds to see the difference on the simulation:

http://drixentertainment.com/stuffs/SampleTest_Corona.zip

I believe it was an improvement in the SDK, but is there a way to set the new build in order to preserve the physics behavior of the older builds? This is critical for a game whose the right object trajectories are essential to solve the levels.

Thanks in advance [import]uid: 29154 topic_id: 33727 reply_id: 333727[/import]

Hi there,

Yes, I believe in that public release the Box2D engine was upgraded to a slightly newer version. I notice some slight behavior changes in my project, but I was able to address them fairly easily.

I’m not aware of a mechanism in the new Corona builds to revert back to the old Box2D engine.

How significant of a difference are you seeing between the old and new builds? (I have not had a chance to try your sample.)

  • Andrew [import]uid: 109711 topic_id: 33727 reply_id: 134109[/import]

Hi aukStudios, thanks for replying.

For most games this difference will not be a problem, but for a game like MixZle, it is large enough to make the ball not go into the basket, so the levels become unsolved.

Without a mechanism to revert back the physics behavior, I will need to recalibrate all objects in the game, on all levels. [import]uid: 29154 topic_id: 33727 reply_id: 134179[/import]

Hi there,

Yes, I believe in that public release the Box2D engine was upgraded to a slightly newer version. I notice some slight behavior changes in my project, but I was able to address them fairly easily.

I’m not aware of a mechanism in the new Corona builds to revert back to the old Box2D engine.

How significant of a difference are you seeing between the old and new builds? (I have not had a chance to try your sample.)

  • Andrew [import]uid: 109711 topic_id: 33727 reply_id: 134109[/import]

Hi aukStudios, thanks for replying.

For most games this difference will not be a problem, but for a game like MixZle, it is large enough to make the ball not go into the basket, so the levels become unsolved.

Without a mechanism to revert back the physics behavior, I will need to recalibrate all objects in the game, on all levels. [import]uid: 29154 topic_id: 33727 reply_id: 134179[/import]