You to do it all through code, literally all the functions are documented on the Wiki.
http://enigma-dev.org/docs/Wiki/Box2D_Functions
I just built my example game and it worked fine.
https://www.dropbox.com/s/11svwsiwvd31yim/enigmaphysicstest.egm
Not all are documented
b2d world update settings are not listed anywhere, only the b2d world update.
Also certain things are not documented right,
and they document each individual commands but don't give an example of what is required step by step COMBINED, so for a new person it is very confusing. I looked at your example, you also made
some mistakes in the coding, I wonder if at the time you made this there were issues with ENIGMA where you had to compensate by tweaking things.
For example, why did you set room speed to 1000 ?
This causes the smiley square player to go way too fast, so much that it disappears
I fixed that by setting room speed down to 30, it did not affect other objects.
Also very confused about the fps/1 and fps/30 and world update settings, that was not documented.
b2d_world_update_settings(global.world, timestep, 8, 3);
b2d_world_update(global.world);
So it should be this:
b2d_world_update_settings(index, timeStep,velocityIterations, positionIterations)
I think you figured out where I found this out ! lol!
Also b2d world update is documented as
b2d_world_update()
shouldn't it be b2d_world_update(id) ?
Your project is quite different than what I want to do so I just removed stuff and isolated stuff and will attempt to see if I can adapt this to what I want to do, but think I have the general idea.
If for example I have a sprite of a ball,
I have to create a body, apply a shape in this case
circle and its radius, then apply a fixture and
set my world (equivalent to the room physics in IDE)
am I correct ? and apply the world update thingy
in step. You have to understand that coming from GMStupido I have to relearn because in GMS all that is handled for you
all you do is set the object shape type and points and add null collisoins to objects. So once I figure this shit out I will script it.
Thanks for the example though without that I would have been lost
Also noticed the balls and boxes when they fall down on the floor they don't bounce, they fall as though they are heavy bowling balls or bricks
in normal physics objects would at least have a slight bounce when they touch the floor. Is that a limitation or a setting ?
Thanks.