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Box2D Port

 
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Thu Sep 04, 2008 10:09 pm    Post subject: Box2D Port Reply with quote

Box2D has been ported into Blaze and is now availible in the trunk.

Demo:
http://svn.dsource.org/projects/blaze/downloads/blazeDemos.zip

So far I've only completed four of the Box2D demos, but if folks are interested in contributing let me know. It would be a great way to familirize yourself with the API and engine.

Regards,
Mason


Last edited by zzzzrrr on Tue Oct 28, 2008 3:10 pm; edited 1 time in total
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Thu Sep 11, 2008 12:50 pm    Post subject: Fluid Dynamics Reply with quote

Fluid Dynamics have been added. Look at demo #5 for the latest update.
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SirAlaran



Joined: 19 Feb 2007
Posts: 84
Location: Silicon Valley

PostPosted: Mon Sep 15, 2008 12:37 pm    Post subject: Re: Box2D Port Reply with quote

zzzzrrr wrote:
Box2D has been ported into Blaze and is now availible in the trunk.

Demo:
http://svn.dsource.org/projects/blaze/downloads/blazeDemos.zip

So far I've only completed four of the Box2D demos, but if folks are interested in contributing let me know. It would be a great way to familirize yourself with the API and engine.

Regards,
Mason


Does this mean a somewhat stable API? If so, there's a game I need to get coding...
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Mon Sep 15, 2008 3:12 pm    Post subject: Re: Box2D Port Reply with quote

SirAlaran wrote:

Does this mean a somewhat stable API? If so, there's a game I need to get coding...


The API is good to go; it's 95% compliant with Box2D. Further changes may occur in the future as people make feature requests and the engine evolves, but right now it's stable "enough."

Have fun! Check the Box2D wiki for additional help.
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SirAlaran



Joined: 19 Feb 2007
Posts: 84
Location: Silicon Valley

PostPosted: Mon Sep 15, 2008 5:09 pm    Post subject: Reply with quote

For the curious, the exe in the blazeDemos.zip archive runs well with WINE on Linux.
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korDen



Joined: 12 Mar 2008
Posts: 11

PostPosted: Thu Oct 02, 2008 11:23 am    Post subject: Reply with quote

FWIW, demo #2 has randoms physics bugs. Just run and wait (you most probably will get different results each time).
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Tue Oct 28, 2008 3:09 pm    Post subject: Reply with quote

korDen wrote:
FWIW, demo #2 has randoms physics bugs. Just run and wait (you most probably will get different results each time).


Different results are a result of randomized positions and orientations at initialization time, not because of bugs. Take a look at the demo source code for details.
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clayasaurus



Joined: 21 May 2004
Posts: 857

PostPosted: Wed Nov 05, 2008 3:14 pm    Post subject: Reply with quote

I looked at the demos, they look really nice.

I just need to think of an idea for a game that uses physics as its main game play mechanism.
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zzzzrrr



Joined: 17 Feb 2007
Posts: 139
Location: Washington, DC

PostPosted: Thu Nov 06, 2008 9:42 am    Post subject: Reply with quote

clayasaurus wrote:
I just need to think of an idea for a game that uses physics as its main game play mechanism.


Your game doesn't need to have fancy physics to make use of Blaze. The collision detection pipeline alone makes it worthwhile.

For example, I'm still thinking about creating a Star Control melee clone. Ships combat in space w/ no gravity, but still have a need for collision detection, planet gravity orbits and slingshots, and joints and springs to implement special ship weapon features.

Anyway, what worthwhile game these days wouldn't need at least need basic physics?
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