Game Development Reference
In-Depth Information
Alter the Minimum distance and Maximum distance values to allow
more room between circumference bodies.
Replace them with spring joints with rest enabled.
Uncheck Collide bodies .
Center Distance Joints:
Alter the Minimum distance and Maximum distance values.
Uncheck Collide bodies .
Opposing Spring Joints:
Increase or decrease Stiffness .
Replace them with distance joints with distance limit enabled.
Any Joint:
Enable Max Force , and experiment with force values.
Depending on the design of your game, one of those solutions may work better than the
one I present in the topic. Factors to consider are the overall bounciness of the object, how
much it can be deformed, how stable it is in general, and how prone it is to warp in on it-
self if put under enormous pressure.
In particular, if you can't allow your object to permanently deform in an unfortunate way,
you may need to resort to programming. For instance, you could have a check in place
that determines opposing nodes' positions, perhaps in relation to the center node. If the
opposing bodies are determined to be too close (for too long), you may want to manually
set their positions to the initial positions.
One more thing to keep in mind: if you move body positions or change joint anchors, be
sure to check all connecting joints. They may need to have their Minimum distance , Max-
imum distance , and Rest Length properties updated.
And finally, apply only one change at a time! This makes it easier to learn the effect of in-
dividual changes. Two or more changes combined can create quite a different result, and
it's very hard to determine which changes contribute what to the newly observed behavior.
Improving Texture Rendering
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