
thanks for the complement
Posted 07 October 2009 - 09:07 PM

Posted 07 October 2009 - 10:01 PM
Posted 07 October 2009 - 11:15 PM
Great! And with alpha channel
!
Unfortunately I haven't had that much time to work on the code because I had to study. It will take a bit longer than I expected to finish v2.0.
Posted 08 October 2009 - 06:17 PM
Posted 08 October 2009 - 08:26 PM
During the rewrite I got stuck all the time because I was trying to add too many new features at the same time. So I have decided to finish the rewrite first without these features and release it (v2.0) and add the features later (v2.1). That way I will be able to release it faster, and it will probably be more stable as I am only reusing features I have tested already.
Posted 09 October 2009 - 11:17 AM
/*
I used this program to test if all functions of the DLL worked. This is NOT a good example for using ExtremePhysics
in a game. All tests use debugdraw for graphics because this is easier, but you should NOT do this in a real game!
If you need an empty engine, use empty_engine.gmk
*/
Edited by wargasm, 09 October 2009 - 11:18 AM.
Posted 09 October 2009 - 01:00 PM
// Initiate the dll? Not sure how this works yet. ExtremePhysics_init(); // Initiate the GML functions? ep_gmfunctions_init(); // Create a world for the physics objects. I'm assuming the function returns the world id which I am setting to the arena variable. No parameters to set the world position and dimensions? Default = room size? arena = ep_world_create(); // Create a box (is this just a collision box or should it be visible?) for my player object which atm is just a 64x64 box sprite. I'm assuming the last 2 parameters are a boolean and float. (rotation 0/1, density 0-X.....X being whatever the maximum density is). ep_object_component_create_box( arena, ob_Player, 64, 64, 320, 320 ,1, 1 ); // Set the gravity of the player object. Assuming last 2 parameters (x, y) to be floats. ep_object_set_gravity( arena, ob_Player, 0.5, 0 ); // Set the mass of the player object. Assuming the last parameter (mass) to be a float. ep_object_set_mass( arena, ob_Player, 0.5 );
Edited by wargasm, 09 October 2009 - 01:08 PM.
Posted 10 October 2009 - 06:44 PM
/*
I used this program to test if all functions of the DLL worked. This is NOT a good example for using ExtremePhysics
in a game. All tests use debugdraw for graphics because this is easier, but you should NOT do this in a real game!
If you need an empty engine, use empty_engine.gmk
*/
Where is this empty_engine.gmk file? It's not packaged with the zip and I've searched the forum to see if there's a download but can't find one.
Posted 11 October 2009 - 08:46 PM
Posted 13 October 2009 - 08:33 PM
Posted 14 October 2009 - 08:00 PM
Posted 14 October 2009 - 08:53 PM
good ideausing one header file and a dll:
bad idea. some data types for c++ version will be better than double. So make LIB for c++ version, and wrap it to GM version.possible use the same DLL for both C++ and GM
Posted 14 October 2009 - 09:01 PM
I don't want to recompile two projects every time I make a change to the code, just to test itSo make LIB for c++ version, and wrap it to GM version.
Posted 15 October 2009 - 01:47 AM
Posted 15 October 2009 - 02:24 AM
I don't want to recompile two projects every time I make a change to the code, just to test it
.
Posted 16 October 2009 - 07:16 PM
Using project dependencies
Project dependencies are a simple way to tell Code::Blocks that a given project "depends" on another (in the same workspace, always).
Thus imagine in your workspace you have a library project and an executable project which depends on the library. Then you could (and should) tell Code::Blocks about this dependency. To do this, you select "Project->Properties" and click the "Project's dependencies.." button.
Posted 20 October 2009 - 09:01 PM
Posted 21 October 2009 - 06:30 AM
Posted 23 October 2009 - 07:17 PM
Posted 25 October 2009 - 06:35 PM
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