Simulating a trajectory including collisions
Posted: Wed Dec 04, 2013 3:46 pm
Hi everyone,
I'm looking for a way to simulate (and afterwards render) a shot trajectory that takes collisions into account. Imagine the trajectory arcs shown in Peggle or pool games - you see how the shot is going to behave and interact with the world around it. This is relatively straightforward in an environment where you can create a clone of your physics world and step it X times every frame (or whenever you need to). However, I've yet to find a way to do something like this with the native box2d implementation of Unity - it's so encapsulated you can't even create you own world object, much less step it on your own. Is there any way Chipmunk 2d can help me if I choose it as my physics library for Unity?
Thanks!
I'm looking for a way to simulate (and afterwards render) a shot trajectory that takes collisions into account. Imagine the trajectory arcs shown in Peggle or pool games - you see how the shot is going to behave and interact with the world around it. This is relatively straightforward in an environment where you can create a clone of your physics world and step it X times every frame (or whenever you need to). However, I've yet to find a way to do something like this with the native box2d implementation of Unity - it's so encapsulated you can't even create you own world object, much less step it on your own. Is there any way Chipmunk 2d can help me if I choose it as my physics library for Unity?
Thanks!