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View Code? Open in Web Editor NEWA 2D verlet integration based rope simulation for Godot 4. Written in C++ using GDExtension for fast performance.
License: MIT License
A 2D verlet integration based rope simulation for Godot 4. Written in C++ using GDExtension for fast performance.
License: MIT License
Currently gravity is a float. Some games like to change the direction of gravity for various reasons.
Alternatively, to not break compatibility, an additional gravity_direction
vector can be provided. It might also be worthwhile to just grab gravity from the physics engine itself instead using its own specific gravity value.
I attempted to execute an Android version on my mobile device, but encountered an issue with the rope not rendering correctly. Upon inspecting the build console, I identified the following error message:
Can't open file from path 'res://addons/ropesim/bin/libropesim.android.template_debug.arm64.so'.
Parser Error: Identifier "NativeRopeServer" not declared in the current scope.
I saw that there are steps in the GitHub Actions for generating Android files: here. So I'm not sure about the cause of my error. Are there any specific guidelines or tricks to successfully get an Android build? I use the GUI godot exporter to directly run on my phone. and the addon is installed from godot AssetLib.
Thanks in advance :)
Hello! Thank you so much for sharing your plugin publicly! I apologize for my poor English; the following questions have been translated by AI, hopefully they are clear enough. I was wondering how to achieve the perfect pixelated rope rendering seen in the jellyfish tentacles in the project demo video! I really want to replicate that effect. Additionally, in my test project, after enabling the rope line node, the rope becomes undraggable. Could you please advise on a solution for this issue? Thank you once again
Hello,
I've been working on a game where there are two players that are connected by a rope. The players are made up of StaticBodies and can move independantly of each other. What I need help with is making the rope pull on each player, or at least limit the movement, instead of just creating a gap (video attached as zip, as it is too big).
RopeBound (DEBUG) 2024-06-25 12-09-41.zip
Hi! Sorry if this is the wrong forum for questions, I was just wondering if it's possible to interact with physical bodies, like for instance hanging a weight at the end of the rope, that in turn could get affected by other physic bodies? I had a quick look at RopeInteraction, but it didn't seem to use physical quantities like forces, torque etc.
Thank you in advance
Hi, I was using your addon and it worked great, until I tried using it in my web export and it resulted in the following error message:
No suitable library found for GDExtension: res://addons/ropesim/libropesim.gdextension. Possible feature flags for your platform: web, s3tc, wasm32, template, debug, template_debug
My game still ran but just with the ropes non-existent. I tried building my own library with the template for web into wasm files and I added these lines into the gdextension file:
web.debug.wasm = "res://addons/ropesim/bin/libropesim.web.template_debug.wasm32.a"
web.release.wasm = "res://addons/ropesim/bin/libropesim.web.template_release.wasm32.a"
But it still didn't work, so I was wondering if there will be any support for web or if its just a limitation of the Godot engine.
Hello, I hope my question isn't complicated
I hope if the RopeCollisionShapeGenerator Node could give you an information about where in the rope the collision happened
and then feed this information in the RopeAnchor Node
which will make implementing the hanging mechanic very simple
I was wondering if there was a way to collide with staticbodies? I'd like to use the rope as a tail for a character that drags along the floor, but i cant find any collision settings. Is this planned / implemented yet?
Hello, it me again
I was wondering if there is a way to add more gravity to one point of the rope, so we can give the illusion of the player weight on the rope
this is my question, thanks in advance
Hi, I found this add-on and it is very interesting, but when I tried one of the main features I was hoping to work well the most.. It seems somewhat broken.
Example :
Basically the connected part of the rope and handler are very much detach, I have tried fixing this myself by making my own custom handler, but the issue seems to come from the rope itself and I have no idea how to fix it.
By any chance will this get fixed?
The macOS build currently only targets x86_64 architecture. Adding an arm64 binary or replacing the current x86_64 binary with Universal 2 is necessary for it to run on macs from 2021 onwards.
Hello,
This leads on from the previous issue (#10 ), I followed your advice, updated to 1.3 and used the RopeInteraction node on 2 CharacterBody2Ds. However, if one of the players jumps off of the platform, they are not limited by the rope. I understand that this may not be a bug, so - if it isn't - how can I limit the distance between them. Video attached to explasin was too large, so I zipped it:
RopeBound (DEBUG) 2024-08-01 19-46-36.zip
Hi,
I was building the module locally and faced a number of issues, first with pyhon, then with compilation, turns out the submodule is stuck on an old commit. Setting the head of the submodule to the head of 4.2 fixed it.
I suggest either the README should mention it, or the submodule should be set to track the head of the master branch of the godot codebase.
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