Hi guys,
We’re investigating this now but we don’t have a thorough answer at this time. We need to investigate what’s happening below the hood with Box2D. When I have an accurate response, I’ll let you know.
Thanks,
Brent
Hi guys,
We’re investigating this now but we don’t have a thorough answer at this time. We need to investigate what’s happening below the hood with Box2D. When I have an accurate response, I’ll let you know.
Thanks,
Brent
Hi @Brent,
How’s it going? I’m sorry to rush you, but I’m eager to release a new version of my app.
thanks.
Pickerel
Hi Pickerel,
This issue has been assigned to engineering but it’s behind some other high-priority items. If you need to release your game a.s.a.p. then you’ll need to use the latest build in which the issue did not appear, or locate the body elements that are causing this issue (which is what I’d recommend you do regardless since they are prone to other potential problems, but I understand that you can’t easily locate these because of the 3rd-party tool(s) you’re using).
Best regards,
Brent
Hi Brent:
I cannot build with 2275 because of this BUG in which @Rob suggest me upgratding to 2306. It seems i’m in a bureaucratic deadlock situation.
regards
Pickerel
Could you use the latest public build which was patched to fix the issue you mentioned in your above post?
Build 2189 (iirc)
Good advice @Gremlin.
It seems ok, we will do a complete re-test, thanks.
How’s it going?
Engineering still has it in their work queue.
Rob
Rob - would you have a sense when they may get to it? Sorry to keep asking, but we are holding a release due to this issue as well. And depending on how far out it is, we may try different things to get our release out earlier rather than waiting.
Thanks,
Andrew
I’ve not followed this thread closely since Brent has been helping you and is better at physics than I am, but if you have a different way of addressing it, I would consider it. This could be an issue in box2d or anywhere in that whole suite of features. Fixing it (if we even can) may mean breaking other things.
I thought that it was running fine on 2189. Is there something you have to have in a build since then?
Rob
It means we have to abandon levelhepler and PhysicEditor temporary or permanent in future projects if it cannot be fixed, and I think it’s coronalabs’s responsibility to tell all the users should prudently use level helper and physiceditor in their projects.
If it’s an issue in box2d, Is it possible to write a patch in corona sdk to circumvent it?
It’s a serious bug, coronalabs should give it more attention.
Pickerel
That is what engineering is looking at.
We updated our game project to the latest daily builds and have had no speed decreases or any issues with performance with our game, which uses physics.
If you are using physics editor (which we are) it is easy to see which shapes are too small and easy to adjust them via dragging the vertex points around with your mouse.
I would recommend doing this and creating your shapes by hand in physics editor, as it gives you finer control over the outcome. You often find that you can get away with much less shapes when creating them by hand.
Just thought i would throw this info into the ring
It seems the physic shape problem has been fixed in 2014.2332, thanks for your great work.
Pickerel
Glad to hear it.
Many thanks to the Corona team for addressing this! We can confirm that the issue is resolved as well.
Thanks!
Hi @pickerel,
I don’t understand what you mean. What became slow? Simulator? Using what sample project or what kind of app? We’ll need more information before we can diagnose anything.
Thanks,
Brent
My application is a car racing game, all the levels are designed with levelhelper.
When start a level ,the car will fell to the ground from the air. It’s ok on 2014.2263 & 2014.2275.
But When I updated sdk to 2014.2295 , the falling process became very very very slow(test with simulator & iPad).
The OP started a new thread here: that has videos demo’ing the problem. I’ve locked that thread. Please continue the conversation here.
Rob