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Thread: Nape debug drawer

  1. #1
    Funkalicious TOdorus's Avatar
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    Nov 2006
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    Nape debug drawer

    As Squize pointed me towards Nape in the everlasting search towards a faster physics engine, I've started playing with it this evening. The playing stopped real fast, when I found out that there is no standard drawing class, which will draw the whole Space for you (for all you Box2D fans, Space = b2World). In the Nape debug workflow you assign a Sprite to a Shape. Not only did I find this cumbersome, but I don't think a lot of DisplayObjects on stage will do much good for performance.

    So instead of spending my evening playing with the actual engine, I've spent my few hours coding a class that draws what is going on. It hasn't been tested that much, only a few simple bodies, but I'll work on it later this week. If anybody would like to use it, you're free to do so. Please leave any feedback if you do so.
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  2. #2
    Senior Member Pazil's Avatar
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    Ontario, Canada
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    Cool stuff!

    But all the WCK stuff comes at a bad time for me...I just finished my own collision stuff...
    I'll definitely check Nape out. Is attaching a Sprite to a Shape TOTALLY necessary? Like you say, DisplayObjects = puke.

    P.
    WIP-ZOMBIES

    I love vegetarians! More meat for the rest of us!

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