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QtQuick 2.0 Physics?
epicfailguy93 last edited by
Does anyone know where I can find binding libraries 2D Physics for Qt 5?
All this is too outdated
feldifux last edited by
I'm not aware of support for Qt5 of box2d yet. We also have our own Box2D wrapper for QML for the "V-Play Game Engine":http://v-play.net, you can have a look at the Box2D components here: http://doc.v-play.net/vplay-group.html#physics-components
In comparison with the repo from gitorious, we added convenience wrappers for colliders with a single fixture, as these are used most of the time ("BoxCollider":http://doc.v-play.net/qml-components-vplay1-boxcollider.html, "CircleCollider":http://doc.v-play.net/qml-components-vplay1-circlecollider.html and "PolygonCollider":http://doc.v-play.net/qml-components-vplay1-polygoncollider.html). Additionally we added two more joints of the latest Box2D version 2.2.1: "RopeJoint":http://doc.v-play.net/qml-components-ropejoint.html and "WeldJoint":http://doc.v-play.net/qml-components-weldjoint.html.
If you are willing to use Qt4, V-Play might be an option for your game. We are following Qt5 with great interest, and will update to it after iOS is properly supported and allows smooth 60fps like we have it now with our custom renderer. At that time, we will port the Box2D plugin to Qt5.
From what I've seen on your other post about Timer performance (http://qt-project.org/forums/viewthread/23566/), you are trying to update physics from QML? I would recommend to not doing high-performance things in QML, which is the reason we implemented all our performance-relevant components (Rendering, Sprites, Particles, Physics, Movement, ) in C++.