Topic:   SC Physics   (Read 64291 times)


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Gan


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Re: SC Physics
« Reply #105 on: February 11, 2011, 05:25:04 PM »
Made it:
Test Dylib.dylib

Hope I made it right, couldn't find any tutorials. This dyblib contains one class: Test.h & Test.m
In the class there are 3 things you can do:
Code: [Select]
-(void)beep;
-(void)giveInt:(int)num;
-(int)takeInt;

Is this all you need?
« Last Edit: February 11, 2011, 05:25:15 PM by Gandolf »

GMG Mike


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Re: SC Physics
« Reply #106 on: February 11, 2011, 07:34:31 PM »
Quote
Made it:
Test Dylib.dylib

Hope I made it right, couldn't find any tutorials. This dyblib contains one class: Test.h & Test.m
In the class there are 3 things you can do:
Code: [Select]
-(void)beep;
-(void)giveInt:(int)num;
-(int)takeInt;

Is this all you need?

That's excellent, I will test it sometime this weekend. The int functions will help me to determine if the dylib has persistent memory. If it does then we can absolutely do some great things with plugins and SC using RB's soft declares.
« Last Edit: February 11, 2011, 07:35:10 PM by Mike_Richardson »

Gan


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Re: SC Physics
« Reply #107 on: February 11, 2011, 07:37:59 PM »
Oh sorry. GiveInt only accepts the int, doesn't do anything. Take int returns the number 5.
I'll change it and upload a new version that stores a given int and returns it.

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Re: SC Physics
« Reply #108 on: February 11, 2011, 07:38:01 PM »
Can you make sure it's compiled for both PPC and Intel (32 bits)? According to lipo, it's compiled for x86_64 (Intel 64 bit) which means that it won't work on any first generation Intel Macs or PPC Macs. Since SilverCreator is 32 bit I think it needs to talk to 32 bit libraries, and since PPC is supported for v2.0 then we need to be testing on both PPC and Intel (since games are Universal)

Gan


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Re: SC Physics
« Reply #109 on: February 11, 2011, 07:48:23 PM »
Test Dylib.dylib
Now it stores what you give it and returns it. Also is compiled for 10.3+. Technically for 10.1+ but I doubt it'll work for anything under 10.3.

Anywho I think you'll need to create a Test object before you can call those methods.

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Re: SC Physics
« Reply #110 on: February 12, 2011, 10:10:56 AM »
Connors:
I can't seem to replicate the collision bug. Could you post your source?

Connors


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Re: SC Physics
« Reply #111 on: February 12, 2011, 11:07:11 PM »
It looks like it's not happening anymore, I'm not sure why. However your castle demo still lags a lot for me, of course your computer is a lot faster and it's probably mostly the large sprites.
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Re: SC Physics
« Reply #112 on: February 12, 2011, 11:23:44 PM »
I'm sure we'll find the bug later. As for the castle demo I'll look into speeding things up. Not sure how much I can do for it.
I'm still working on Polygons. Polygon decomposition is a complicated process but if I can get it to work it'll be well worth it.

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Re: SC Physics
« Reply #113 on: February 12, 2011, 11:35:06 PM »
Yeah if I finish that program I started you could draw almost any shape, and it would also mean less attaching things together, so that's fewer objects to mess with.... I'm gonna flip all the coordinates so they match but it's kind of a pain, maybe add a feature that lets you move it to the lower left corner so it's not offset when you create it. It might take a while is all I'm saying. Heck I might even make one that lets you preview layouts of objects (boxes and circles) because it's actually not too hard.

Oh and maybe don't take my complaints about lag too serious because my computer isn't that fast. Anyways I'm really tired right now so I should stop typing lol.
« Last Edit: February 12, 2011, 11:36:47 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

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Re: SC Physics
« Reply #114 on: February 13, 2011, 07:01:45 AM »
Well, i'm on the newest imac, and it still lags for me when there's sprites involved.
Kirby, your pudgy buddy from dream land, is back again on the game boy®!

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Re: SC Physics
« Reply #115 on: February 13, 2011, 08:33:36 AM »
Does it only lag when the guy is touching the castle?

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Re: SC Physics
« Reply #116 on: February 13, 2011, 12:04:53 PM »
no it lags the entire time on the castle one.
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Re: SC Physics
« Reply #117 on: February 13, 2011, 12:05:34 PM »
It doesn't always lag, though. The first time I played it, it worked great.
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Re: SC Physics
« Reply #118 on: February 13, 2011, 03:01:13 PM »
Update!

After much trouble I figured it out with some help from a friend.
Polygons! In all their glory!


As always, download in first post.
« Last Edit: February 13, 2011, 03:01:31 PM by Gandolf »

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Re: SC Physics
« Reply #119 on: February 13, 2011, 03:08:38 PM »
Demo!
SC Physics Demo

So a list of todo...
- Fix mysteriously random collision bug.
- Fix castle lag.
- Add more joints.
- Fix polygon sprites.

I still don't experience the castle lag. Hm.