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zzzzrrr
Joined: 17 Feb 2007 Posts: 139 Location: Washington, DC
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Posted: Thu Sep 04, 2008 10:09 pm Post subject: Box2D Port |
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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
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Posted: Thu Sep 11, 2008 12:50 pm Post subject: Fluid Dynamics |
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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
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Posted: Mon Sep 15, 2008 12:37 pm Post subject: Re: Box2D Port |
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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
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Posted: Mon Sep 15, 2008 3:12 pm Post subject: Re: Box2D Port |
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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
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Posted: Mon Sep 15, 2008 5:09 pm Post subject: |
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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
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Posted: Thu Oct 02, 2008 11:23 am Post subject: |
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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
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Posted: Tue Oct 28, 2008 3:09 pm Post subject: |
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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
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Posted: Wed Nov 05, 2008 3:14 pm Post subject: |
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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
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Posted: Thu Nov 06, 2008 9:42 am Post subject: |
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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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