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  1. POBox2D collision implementation point, movement along the z-axis
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    copied!<p>I have a question regarding realistic looking object flight in 2D - via the best placement of control points using Bezier. </p> <p>I'm in the middle of developing a Paper Toss-like game - in java. I am aware that Cocos2D can provide me with the set Bezier function, but I preferred to experiment with writing out the math involved for creating the curve.</p> <p>The Bezier curve is cubic (4 control points) and travels along the z-axis. For those wanting more information on the Bezier path movement, there are heaps of articles available like here: <a href="http://www.create-games.com/article.asp?id=1866" rel="nofollow noreferrer">http://www.create-games.com/article.asp?id=1866</a></p> <p>My question is: to replicate the Paper Toss feel, I can't figure out whether I should be looking to place my endpoint at the top of the basket. Or place my curve endpoint on the floor - and use Box2D's collision functionality to detect the basket along the projectiles movement path.</p> <p>In the difficult mode in Paper Toss, it appears that the p3 point (endpoint) is off the floor and then used a pre-drawn animation for the fall to the floor. I imagine this is the same technique they have used to for when the object hits the rim of the basket and does one of the same four 'bounce' animations. Perhaps... </p> <p>So this question is for those that think they can replicate the look of the flight - as opposed to the specifics in code, which I believe shouldn't be an issue for me at this point. I've been researching this idea for a while, but resorted to asking the question. So you may well be helping many more programmers in the future if you can crack this. </p>
 

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