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翻訳の問題を報告
But I agree, it would be nice to have an option like that built in to the engine.
This is François one of the programmers of Fusion 2.5 (along with Yves Lamoureux). Actually, I am the one who did all the Box2D implementation, movements, objects and all.
I will do my best to be more present in the future on Steam for technical help.
Getting the force of the collision to make an object explode based on it. Yes, this is a very valid point. That honestly, I did not think about when programming the stuff. This is not native in Box2D.
In Box2D, an object has a density, and a shape. The mass is calculated based on this two parameters by the engine. One second... Boot Fusion, drop Engine object, check the expressions... It seems, that unfortunately, I did not implement the GetMass function of Box2D within the Physics - Engine object. Which is stupid of me really. From the real mass, based on the real shape of the object returned by the engine and the velocity, you would have all the information you need (with a little sine and cosine work) for what you want to achieve.
Appart from using pre-set values for each object of your game for the mass, that you would have to define by hand (change and try process), I see no solution today to solve that. Maybe someone else has an idea?
Implementing getmass is easy, as an expression in the Physics - Engine object (but has to be ported on all platforms too).
I'll add that to the todo list. Cannot say unfortunately when this will be released. But this is a valid, and important point necessary to make a real physics game.
A cool option would be to automatically cut the graphics of the objects in pieces, and make them go in the proper directions from the collision. Maybe when we have 100 programmers working on the product. Please each one of you, buy 10 copies of the product on Steam :)
Francois