Step with dt=0

Topics: Developer Forum
Jul 21, 2013 at 12:33 AM
I am building a game in which time can be stopped and rewound. When time is stopped it is possible to place objects and some bodies can still be moved (by just changing position).

I need to check for collision when time is stopped, so I was thinking of stepping the Box2D world 0 time forward, as collision detection and such would still be solved.

I can see from the source code that stepping with a delta time of 0 is ignored.

Is there any other way of doing this sort of thing?

Thanks
Simon
Jul 22, 2013 at 9:13 AM
Edited Jul 22, 2013 at 9:14 AM
Just a though. How about, instead of stopping time, stop all objects?
Just remove, and remember, the velocity of all objects and reassign them when the simulation should continue.
Coordinator
Jul 23, 2013 at 1:00 PM
Farseer is open source, so I would suggest you just remove the if (dt == 0) condition in World.Step()

I have just removed the condition since dt = 0 and Enabled = false had the same behavior - I would rather have people use the Enabled property in that case.
Jul 23, 2013 at 10:00 PM
Good point, I did that :) Nice you made the change, it makes more sense that way. Thanks!