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Gmphysics - Version 5 Prebeta Released


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#1 coderchris

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Posted 21 July 2005 - 11:34 PM

As I promised, I am releasing a beta on christmas :P

Its not as complete as I would have liked it to be, but I released it with everything that I though was stable enough for testing.

Download V5 Prebeta


Some words on the prebeta:

It could be considered more of a tech demo considering how much is still missing. I have been doing more work with the physics library rather than the actual gamemaker wrapper, which is why alot of things are still missing. But dont worry, In a week or so I should have the rest of the missing functionality as well as fragmentation restored

There are only a few simple examples, nothing spectacular, but it will give you something to play around with for the next week or so while I finish making a proper beta release.

Obviosly there will be some bugs and mishaps, but do realize that im using my own homegrown physics library for this version that i have only been working on for a few months, not a proffessional library that has been in the making for years like V5 :blink:

So bear with me for a while as I try to get all the functionality from V4 into V5. Most of the main functionality is there, it just needs some of the more minor functions as well as the fragmentation and a bunch of bug fixes.


P.S.
Someone please recomend to Mark that he make drawing textured
triangles much much muuuch faster....its making my soft bodies
run very slow in gamemaker, not because the simulation is slow,
but because gamemaker takes forever to draw a few measley
triangles :)

Edited by coderchris, 25 December 2007 - 09:46 AM.

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#2 andrewmc

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Posted 21 July 2005 - 11:42 PM

This is a very nice physics engine. I beta tested a couple of versions for him, and I liked it from the start. It's very easy yet very realistic physics.
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#3 MACARRAUM

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Posted 21 July 2005 - 11:48 PM

great physics engine man!!!

Add some joints functions.

It´s use TrueAxis Physical Lib?

Edited by MACARRAUM, 21 July 2005 - 11:59 PM.

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#4 coderchris

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Posted 21 July 2005 - 11:59 PM

Thanks
Actualy i made it from scratch following a rigid body physics tutorial...thats why the dll is so small. I havent found one explaining joints very well yet but im going to add that next as soon as i find one
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#5 MACARRAUM

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Posted 22 July 2005 - 12:08 AM

check this site: 2D and 3D Dynamics

It´s have joints explanations, and examples.
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#6 coderchris

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Posted 22 July 2005 - 12:13 AM

hey, thanks alot :P
this is just what I neeed
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#7 MACARRAUM

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Posted 22 July 2005 - 12:17 AM

needing aid, it can order a message :P
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#8 stump_corey

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Posted 22 July 2005 - 12:28 AM

will this work gm5 my laptop supports only gm5 and this looks good
make me a gm5 version
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#9 coderchris

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Posted 22 July 2005 - 12:31 AM

unforunately, it wouldnt work with gm5 because gm5 does not support sprite rotation and that is required...
If you have a reg. key you should get gm6, it is much better
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#10 Omega Metroid

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Posted 22 July 2005 - 12:32 AM

Make it for GM5... -sighs- that or I'm gonna be up all night trying to get this to work for GM5. I lost my reg code for my GM6 [it lagged my comp anyhow]

Here I go

Zee Hero

Edited by Zee Hero, 22 July 2005 - 12:33 AM.

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#11 coderchris

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Posted 22 July 2005 - 12:36 AM

Im sure it can be done...the only thing you realy have to do is get it to rotate correctly
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#12 Omega Metroid

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Posted 22 July 2005 - 12:38 AM

If I do it, can I send it to you so you can distribute it?

[Zee Hero]
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#13 coderchris

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Posted 22 July 2005 - 12:51 AM

Sure thing, that would be great
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#14 Omega Metroid

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Posted 22 July 2005 - 12:54 AM

This is tricky, it might be an all nighter. It probably would help if I had any idea what this DLL does [or how they work] or even how to fake it in GM5. Well, now's a good enough time to learn as any.

[Zee Hero]
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#15 coderchris

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Posted 22 July 2005 - 12:59 AM

Now that i think about it, all you would have to do is modify
the "update_object" script

you could modify the last line in that script from
self.image_angle = get_body_rotation(argument0);

to somthing like

self.image_single = get_body_rotation(argument0) mod self.image_number;

and make sure that the sprite has some animation of it rotating

there might be more but thats all i can think of atm

Edited by coderchris, 22 July 2005 - 01:00 AM.

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#16 arcooke

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Posted 22 July 2005 - 01:16 AM

Very nice engine, but there's a leak in it somewhere. I got the engine to lock up twice.

Both times by creating objects as fast as I could. Completely locks up the game and shoots cpu usage up to 99%
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#17 coderchris

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Posted 22 July 2005 - 01:21 AM

ewww...ill have to find out were that leak is. Do you know of any way to find it easily?
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#18 Shaltif

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Posted 22 July 2005 - 02:03 AM

Very nice engine, but there's a leak in it somewhere.  I got the engine to lock up twice.

Both times by creating objects as fast as I could.  Completely locks up the game and shoots cpu usage up to 99%

<{POST_SNAPBACK}>


I also noticed this when posting a lot of objects at once...but I don't think that's the full issue. I noticed that if I clicked to create a new object at the EXACT same spot, it appeared to crash. This might be due to a collision method going into an infinate loop of sorts?

Btw, very very nice little engine you got here coderchris. I might actually use this for future applications...if you can fix this bug =).

~Brandon
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#19 arcooke

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Posted 22 July 2005 - 02:30 AM

I've been playing around with the physics (it's so much fun lol). I'm curious if you have any plans to add some sort of bounce value to created bodies. That would be a good addition to the already great physics.
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#20 coderchris

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Posted 22 July 2005 - 02:34 AM

I also noticed this when posting a lot of objects at once...but I don't think that's the full issue. I noticed that if I clicked to create a new object at the EXACT same spot, it appeared to crash. This might be due to a collision method going into an infinate loop of sorts?


Now that you mention it, it may be an infinite loop...ill check up on this and see. I kinda hope it is because its an easy fix :P

About a bounce factor, you can already somewhat do this. In the create event of the control object, you can put set_restitution(value) to set the bouncyness. It mainly effects boxes but it is noticable for other objects also
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