SKPhysicsJointLimit has a elastic behaviour, but i need a strong rope simulation

SKPhysicsJointLimit has a elastic behaviour, but i need a strong rope simulation

By : Seunghee Lee
Date : November 20 2020, 11:01 PM
this one helps. The problem was really simple: The maximum length of the joints is set to a very small value. Therefore all conditions can not be met and the spritekit system has to exceed the maximum length.
code :

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Little help with implementing Hookes law/elastic rope?

Little help with implementing Hookes law/elastic rope?

By : Karthik A
Date : March 29 2020, 07:55 AM
this one helps. Hooke's law when incorporated into Newton's Second law is a second order differential equation: m d^2 x/dt^2 = - k x, where x is is a vector. As Beta points out in the comments, you can just add friction. Absent a friction term, orbits like you observe are common, and they will continue indefinitely. The usual way add friction is to add a term that is proportional to velocity, and like the Hookean term (-k*x), it is also negative, i.e. it opposes the motion.
If I'm reading your code correctly, you already have something like that term in the comments following setting forceMag. But, I don't understand your calculation of vrel, it looks like the dot product between the relative velocity and the vector joining the two bodies. vdiff is already the correct form for this. Also, unlike the spring force, this force is directed along the relative velocity (vdiff). So, to implement it I'd change the line where you call ApplyForce on bodyA to
code :
bodyA->ApplyForce(-1*diff - friction*vdiff,bodyB->GetPosition());
rope simulation html5

rope simulation html5

By : Hossein Golestani
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , You don't need a library at all. You can happily do this with object, component or procedural code, and an understanding of basic mechanical physics and some 2D geometry (basic calculus might help).
Doing it in an optimized fashion would require more work. Doing it in a modular and reusable fashion would require some upfront engineering.
Box2d elastic rope joint

Box2d elastic rope joint

By : user4202537
Date : March 29 2020, 07:55 AM
hope this fix your issue I'm writing a game, and I need to make up a rope. I maked it by b2RopeJoint, but there I have not found an opportunity to make it elastic. Then I looked for b2DistanceJoint, everything is cool with the elasticity, but I can't find an ability to set a limit only to the maximum distance (without minimum one). , Try this.
How to make a rope with SpriteKit's SKPhysicsJointLimit?

How to make a rope with SpriteKit's SKPhysicsJointLimit?

By : joe dempsey
Date : March 29 2020, 07:55 AM
fixed the issue. Will look into that further Why are you using SKPhysicsJointLimit? The rope is a group of segments that rotate relatively each other. You should use SKPhysicsJointPin with or without rotation limits.
I joined multiple images into a rope. How can I decrease the rope stretchiness?

I joined multiple images into a rope. How can I decrease the rope stretchiness?

By : lejulie
Date : March 29 2020, 07:55 AM
should help you out You can try these two methods. The first method is to increase the property frictionTorque of SKPhysicsJointPin class.
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