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zzzzrrr
Joined: 17 Feb 2007 Posts: 139 Location: Washington, DC
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Posted: Sat May 17, 2008 11:24 am Post subject: Trunk Changes |
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I've made a few recent changes to the trunk:
1. Added a mouse joint
2. Added segment selection capability
3. Fixed remove object methods
4. Changed shape moment methods for convenience
Please see the latest demos for examples or let me know if anyone has questions.
My next step will be to implement a collision callback system for Blaze 1.1.
Last edited by zzzzrrr on Sat May 31, 2008 9:58 pm; edited 1 time in total |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Mon May 19, 2008 9:28 pm Post subject: |
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Since Ralith seems to be away, I've tried updating his 'fizziks' playground to the latest Blaze and looks like I got myself into some trouble You seem to have removed blaze.common.Counter, yet blaze.dynamics.Space still imports it. Simply removing the import seems to make it work though.
Sorry, I haven't checked the new features yet, but I'll get there soon |
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Ralith
Joined: 05 Nov 2007 Posts: 8
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Posted: Mon May 19, 2008 10:51 pm Post subject: |
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I've applied the new MouseJoint to Fizziks and tested the other new stuff, and everything's working great! If you're interested in playing with it, the demo code's at http://team0xf.com:8080/fizziks/ and a complete win32 package of varying amounts of up-to-dateness (currently outdated) is at http://h3.team0xf.com/Fizziks.7z .
Next up, user-created joints and modifiable friction/elasticity. *gets to work*
Edit: There does appear to be one issue with the MouseJoint. If you feed it a value that's very far away from the object, it starts jumping around at very high speed on a line perpendicular to the line between its original position and the mouse, and, when released, flies off into the distance. |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Tue May 20, 2008 6:22 am Post subject: |
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Updated. |
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zzzzrrr
Joined: 17 Feb 2007 Posts: 139 Location: Washington, DC
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Posted: Tue May 20, 2008 3:27 pm Post subject: |
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h3r3tic wrote: | You seem to have removed blaze.common.Counter, yet blaze.dynamics.Space still imports it. Simply removing the import seems to make it work though. |
Thanks for the catch; the fix has been posted. |
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zzzzrrr
Joined: 17 Feb 2007 Posts: 139 Location: Washington, DC
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Posted: Tue May 20, 2008 3:31 pm Post subject: |
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Wow, the demo looks great! Good job. I like it quite a bit. Do you plan on implementing joints? That would be quite fun to play around with.
For some reason your demos always lock up (on Windows) when I try to exit. It does not crash my system, although I have to manually close out the process in order to clear the frozen window from my screen.... |
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h3r3tic
Joined: 30 Mar 2004 Posts: 261 Location: Torun, Poland
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Posted: Tue May 20, 2008 3:33 pm Post subject: |
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Ah, thanks for the info. I've noticed this behavior with one Vista system. It's most probably due to not doing OpenGL cleanup properly in Dog in a few cases. I'll get into that.
Edit: BTW, that demo is purely Ralith's creation. I'm merely providing the GUI |
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zzzzrrr
Joined: 17 Feb 2007 Posts: 139 Location: Washington, DC
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Posted: Tue May 20, 2008 7:57 pm Post subject: Re: Latest Changes |
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zzzzrrr wrote: | I've made a few recent changes to the trunk: |
Also added method getRigidBodyAtPoint for convenience in Space, although you can still reference the rigid body from shape.rBody |
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SirAlaran
Joined: 19 Feb 2007 Posts: 84 Location: Silicon Valley
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Posted: Wed May 21, 2008 3:01 pm Post subject: Re: Latest Changes |
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zzzzrrr wrote: | I've made a few recent changes to the trunk:
1. Added a mouse joint
2. Added segment selection capability
3. Fixed remove object methods
4. Changed shape moment methods for convenience
Please see the latest demos for examples or let me know if anyone has questions.
My next step will be to implement a collision callback system for Blaze 1.1. |
I'll hold of on any porting work until 1.1 then. My free time is very scare these days. |
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