LiquidFun methods

I am enjoying trying out LiquidFun. 

One thing I couldn’t figure out: do we have access to the particle positions, velocities and colors?

In the following link, these methods are listed as e.g., GetColorBuffer and GetPositionBuffer

https://github.com/google/liquidfun/releases/tag/v1.0.0

Thanks!

Along the same lines, has anyone had any success making a “hose” – i.e. a stream of particles moving at high velocity in a direction. 

I have tried:

local hose_particles = {  flags = { “water” }, linearVelocityX = 100, … }

for linearVelocityX up to 100000000 but after 100 it doesn’t seem to matter.

LiquidFun has methods like ParticleApplyForce (http://google.github.io/liquidfun/API-Ref/html/classb2_particle_system.html) that I assume would make this work.

In general, there are a bunch of useful methods in LiquidFun that are not exposed. Should we expect that these methods will be exposed in the future? I am enjoying LiquidFun a lot, but the current limitations are bit stifling.

Hi @hgbrian,

Like most libraries/features in Corona, LiquidFun will receive improvements and additions over time, depending on the needs of the community. We haven’t established a specific roadmap for this feature yet, but we are listening to the developers and determining what aspects may need exposure in future builds.

In the meantime, I just posted a tutorial on handling particle collisions with other bodies, so please experiment if you haven’t already.

http://coronalabs.com/blog/2014/06/24/tutorial-particle-collisions-in-liquidfun/

Thanks,

Brent

Thanks Brent,

I’m not clear on why you don’t expose all the available methods but I’m sure you guys have reasons.

The collisions tutorial is very useful and as I said, I’m enjoying trying out all the new LiquidFun stuff a lot…

Best,

Brian

I notice that a recent build added particleSystem:applyForce(), particleSystem:applyLinearImpulse(), and particleSystem.particleMass.

Thanks!

Along the same lines, has anyone had any success making a “hose” – i.e. a stream of particles moving at high velocity in a direction. 

I have tried:

local hose_particles = {  flags = { “water” }, linearVelocityX = 100, … }

for linearVelocityX up to 100000000 but after 100 it doesn’t seem to matter.

LiquidFun has methods like ParticleApplyForce (http://google.github.io/liquidfun/API-Ref/html/classb2_particle_system.html) that I assume would make this work.

In general, there are a bunch of useful methods in LiquidFun that are not exposed. Should we expect that these methods will be exposed in the future? I am enjoying LiquidFun a lot, but the current limitations are bit stifling.

Hi @hgbrian,

Like most libraries/features in Corona, LiquidFun will receive improvements and additions over time, depending on the needs of the community. We haven’t established a specific roadmap for this feature yet, but we are listening to the developers and determining what aspects may need exposure in future builds.

In the meantime, I just posted a tutorial on handling particle collisions with other bodies, so please experiment if you haven’t already.

http://coronalabs.com/blog/2014/06/24/tutorial-particle-collisions-in-liquidfun/

Thanks,

Brent

Thanks Brent,

I’m not clear on why you don’t expose all the available methods but I’m sure you guys have reasons.

The collisions tutorial is very useful and as I said, I’m enjoying trying out all the new LiquidFun stuff a lot…

Best,

Brian

I notice that a recent build added particleSystem:applyForce(), particleSystem:applyLinearImpulse(), and particleSystem.particleMass.

Thanks!