[ODE] 2d use

Ed Jones ed.jones at oracle.com
Mon Aug 25 21:29:02 2003


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Wotcha,<br>
<br>
I used ODE in my remake of the old ZX Spectrum game "Wheelie", for a
competition at remakes.org<br>
Like you say, it's essentially a 2D game, but with 3D graphics.<br>
<br>
I used Peter Seroka's Plane2D joint, and it worked fabulously.<br>
<br>
You can get Peter's joint from here;<br>
<a class="moz-txt-link-freetext" href="http://www.mathematik.uni-bielefeld.de/~pserocka/ODE-Plane2D/">http://www.mathematik.uni-bielefeld.de/~pserocka/ODE-Plane2D/</a><br>
<br>
And if you feel that way inclined you can get my game that uses it from
here;<br>
<a class="moz-txt-link-freetext" href="http://monster.members.beeb.net/">http://monster.members.beeb.net/</a><br>
<br>
Cheers,<br>
Ed.<br>
<br>
<br>
Cameron Bonde wrote:<br>
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  <p><font size="2" face="Arial">Howdy, I'm working on a game that is
essentially 2d but which uses 3d gfx. What would be a good way to limit
ode to 2d? I could reset an axis/impulse every frame but this sounds
dodgy to me. A loose joint binding the character to a fixed depth might
work, but would be hard to make look right. Any ideas? Anyone done
this? No I don&#8217;t want to use a 2d physics library :)</font></p>
  <p><font size="2" face="Arial">Thanks,</font> <br>
  <font size="2" face="Courier New">Cameron Bonde</font> </p>
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