[英]Libgdx Box2D Velocity is just not fast enough
我有一個想要快速移動的矩形,但是由於某種原因,我使用的較快速度似乎仍然很慢。 我究竟做錯了什么? 我還從上方將一個圓圈放到了表面上,即使我在重力下玩耍也很困難,它像氣球一樣下降...
一些聲明
float velocity = 10000000f;
static final float BOX_STEP=1/60f;
static final int BOX_VELOCITY_ITERATIONS=6;
static final int BOX_POSITION_ITERATIONS=2;
重力,嘗試了一切,他們似乎都很爛
world = new World(new Vector2(0,-50),true);
我的物體正在移動到的地面
//ground
BodyDef groundBodyDef =new BodyDef();
groundBodyDef.position.set(new Vector2(0, camera.viewportHeight * .08f));
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox((camera.viewportWidth) * 2, camera.viewportHeight * .08f);
groundBody.createFixture(groundBox, 0.0f);
然后是我的對象:
//ball
bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(new Vector2(camera.viewportWidth * .2f, camera.viewportHeight * .75f));
body = world.createBody(bodyDef);
CircleShape dynamicCircle = new CircleShape();
dynamicCircle.setRadius(camera.viewportWidth * .035f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = dynamicCircle;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.5f;
fixtureDef.restitution = 0.8f;
body.createFixture(fixtureDef);
body.setLinearVelocity(0,-100);
//slime boy
BodyDef bodyBoxDef = new BodyDef();
bodyBoxDef.type = BodyType.DynamicBody;
bodyBoxDef.position.set(new Vector2(camera.viewportWidth * .08f,camera.viewportHeight * .191f));
bodyBox = world.createBody(bodyBoxDef);
PolygonShape slimeBox = new PolygonShape();
slimeBox.setAsBox(camera.viewportWidth * .04f, camera.viewportHeight * .03f);
FixtureDef fixtureSlimeDef = new FixtureDef();
fixtureSlimeDef.shape = slimeBox;
fixtureSlimeDef.density = 1.0f;
fixtureSlimeDef.friction = 0.0f;
fixtureSlimeDef.restitution = 0.0f;
bodyBox.createFixture(fixtureSlimeDef);
debugRenderer = new Box2DDebugRenderer();
body.applyTorque(1000000000);
bodyBox.setFixedRotation(true);
bodyBox.setBullet(true);
有人建議加快這一步嗎?
我一直使用1280 x 720的屏幕,但從其他來源看,屏幕較小更好,因此我將屏幕縮小到640 x 260,但仍然不是我想要的性能。 我到底應該走多小?
從Box2d手冊 (第2.2節):
Box2D已調整為米,千克和秒。 因此,您可以考慮以米為單位的范圍。 當對象是典型的現實世界對象的大小時,Box2D通常效果最好。 例如,一個槍管高約1米。 由於浮點算法的局限性,使用Box2D對冰川或灰塵顆粒的運動進行建模不是一個好主意。
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