Create rigid joint between physics objects

F

Flory

Guest
I'm not quite sure what you mean with rigid joint, could you not just do
Code:
with object1
{
self.x = other.x
}
or if you want a diagonal joint find the distance between them at the point of linking and include it in the coordinates
 
M

moment

Guest
I don't think that would work for physics objects, right?
I need 4 boxes connected together, all reacting to physics as a big, rigid block. I can do something similar with joints (as in the link posted in my first post) but the joints are flexible, not rigid.
I'm sure there has to be a way!
 
C

Couch

Guest
This is a little late for the original post, but this is one of the only threads I could find on the topic. Although in another thread I found a solution that helped me make joints in my game slightly more rigid, so I thought I would share these two functions:
(in your physics room's creation code)
physics_world_update_speed(room_speed * 2);
physics_world_update_iterations(30);

I think this might also allow you to update the phy_position more frequently in order to correct flexibility
 
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