Transition from Box2D to Nape

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Caslav Sabani

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Aug 29, 2017, 6:40:21 AM8/29/17
to Nape Physics
Hi All,


As we all know Box2D for AS3 is dead long time ago. I have started developing my application back in 2011 and had a major pause because I did not have time to work on it.

When I started development I have used Box2D.

For the last 2 years I have been working very hard to complete my game and I have continue to use Box2D. But after I have finished everything I am not happy so much with performance.

I want to open this thread to see if it is possible for me to transition to Nape because I have seen that nape is still in development and it seams to me that Nape have advanced so much over the Box2D 2.1 Alpha for AS3.

Because I have never used Nape before I will have several probably naive questions to ask so any help is welcome. So here it goes:


1) Currently, is there any big feature that Box2D has and Nape does not?

2) Does Nape have Continuous Collision Detection like Box2D or something similar where I can set object to be bullet and prevent tunneling?

3) What are biggest differences in how Box2D works compared to Nape?

4) Does Nape have contact listener with BeginContact, PreSolve, PostSolve and EndContact like Box2D has?

5) Can you create shape with n amount of vertices like in Box2D?

6) Is there a Distance Joint like in Box2D where connected objects can rotate around its center but are connected with a fixed length?

7) Is there a prismatic joint like in Box2D with a motor where I can simulate elevators?

8) Can I create elastic distance joint like in Box2D by setting frequency and dumping ratio?


Any help is welcome.


Thanks,

Caslav

Jin K

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Sep 1, 2017, 3:06:13 AM9/1/17
to Nape Physics
Hi Caslav !

I think Nape covers pretty much all of those, you can check the samples and see for yourself :

http://napephys.com/samples.html

And the manual to get a good idea as well :

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