Author Topic: Zedd Physics Library (BETA)  (Read 22455 times)

0 Members and 1 Guest are viewing this topic.

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #30 on: September 22, 2011, 09:39:47 am »
On my TI-84+SE I don't have my rope going crazy, but I can reproduce consistently pulling the block through objects (I even did it to another block) :/ Also, I had a RAM clear before sending it, so no external programs should be running.

I did not recompile it, but rather, I used the precompiled version that came with it in the examples folder...

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #31 on: September 22, 2011, 01:16:28 pm »
Could you post a screenshot of how you get the blocks to intersect each other?  This is a major bug D:

Offline Wellen

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 118
  • Rating: +7/-2
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #32 on: September 22, 2011, 03:38:30 pm »
Ok, I've a problem with the rope, too..
You can see I used 1.0.3 to compile :
(I just copied the files from the Demo directory)


If I use the compiled version that is in the folder, there's no problem
-/...././/--./.-/--/.
I'm french, so please feel free to correct my bad english, it'd help me a lot ;)
Spoiler For Feat. Loulou54:
Spoiler For Projects:
Spoiler For Axe:
Ti-Lock : Lock your calc before turning it off               [XXXXXXXX--] 80%
Spoiler For Ti-Basic:
Spoiler For Soko-Ti, a sokoban game in Ti-Basic:

Spoiler For Memory:

Downloads here.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #33 on: September 22, 2011, 05:14:26 pm »
Could you try it without compiling to DoorsCS, or using Doors Hooks to run it?  There is a probability this is the shell that is messing with the memory. 

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #34 on: September 22, 2011, 05:18:19 pm »
Perhaps a better question Wellen: Are you using the correct copy of Axe 1.0.3? The official Axe 1.0.3 released by Quigibo has a big problem with multiplication that will undoubtedly break lots of calculations in Zedd. That is why I created this version to specifically address and fix this bug.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #35 on: September 22, 2011, 05:29:28 pm »
Ah yes that's true, I forgot!  And the only place ** and *^ are in fact being used is in the rope physics!  This probably explains this case, although I'm still flummoxed as to why Xeda was having trouble on wabbit with the executable I provided.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Zedd Physics Library (BETA)
« Reply #36 on: September 22, 2011, 05:42:01 pm »
Zedd Physics Library (BETA)
 Zedd is a physics library for Axe programs, allowing all Axe games access to amazing physics.  At its heart, Zedd is a collision solver, but its power lies in the fact that it is built to be expandable!  With 3 libraries already included with the Beta, Zedd is fully compatible with external libraries!  But most importantly, Zedd is Easy to Use!  Never once do you need to delve into the Zedd program to make things work; Everything is controllable via the simple and easy to use function included with the program.

Now with Zedd, your games can feature realistic physics across all objects, and advanced effects such as ropes, springs, moving platforms, and much much more!
Download Link

O.O
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline ralphdspam

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 841
  • Rating: +38/-1
  • My name is actually Matt.
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #37 on: September 22, 2011, 08:29:28 pm »
Can it be an Axe problem?  I'm running 1.0.3.
Perhaps a better question Wellen: Are you using the correct copy of Axe 1.0.3? The official Axe 1.0.3 released by Quigibo has a big problem with multiplication that will undoubtedly break lots of calculations in Zedd. That is why I created this version to specifically address and fix this bug.
Thanks, Runer!  It did turn out to be a problem with the version of Axe. 

I can't wait to see what new games we will have with this library!  :)
Axe is a great language for a physics library, because it is less intimidating than ASM (to many programmers) and more powerful than TI-BASIC. 
ld a, 0
ld a, a

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #38 on: September 22, 2011, 10:23:47 pm »
Okay, I couldn't reproduce pulling a block through another block on Wabbit, but I did reproduce pulling through a tile

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #39 on: September 22, 2011, 10:55:22 pm »
Ooooooh yeah it looks like its an issue with the rope lib applying too much force, so much that the block gets enough velocity to move right through objects.  I think I need to rewrite this rope library, it seems to be kinda buggy x.x

Offline sqrt(Time)

  • LV2 Member (Next: 40)
  • **
  • Posts: 37
  • Rating: +4/-0
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #40 on: September 22, 2011, 11:27:48 pm »
I don't really know how the library works, but just as a suggestion for how a bugfix for the ropes might be implemented - Move the block one pixel in the direction of its would-be velocity, if it collides with anything, set the velocity to zero, /before/ moving it...

Like, if, normally it's done:
-Move object by vX
-If intersecting with something, inch pixel-by-pixel out (I hear this is how it's done) - then set the vX to 0.
-Do the same with vY

Then instead you could do:
-If vX=0, skip to vY;
-Move one pixel in sign of vX (i.e. if vX is 5, move 1; if vX is -13, move -1)
-If intersecting something, move that one pixel back and set vX to zero. Otherwise, move that one pixel back and move by vX.
-Do the same with vY

I don't know if the above suggestion would be compatible with however you're doing friction, but maybe it'll help. ^_^

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Zedd Physics Library (BETA)
« Reply #41 on: September 22, 2011, 11:43:46 pm »
Odd. I tried the same exact stuff with an older build of your demo on calc and it worked perfectly, even with the glitches Xeda demonstrated tried. Is there a discrepancy between the builds of your demos?
In-progress: Graviter (...)

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Zedd Physics Library (BETA)
« Reply #42 on: September 23, 2011, 12:45:09 am »
Ooooooh yeah it looks like its an issue with the rope lib applying too much force, so much that the block gets enough velocity to move right through objects.  I think I need to rewrite this rope library, it seems to be kinda buggy x.x
Maybe have the rope "snap"?
:D
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #43 on: September 23, 2011, 04:09:26 am »
I think what I'll do is just prevent the rope from contracting further once it reaches too much resistance or gets stretched to long.

Offline Wellen

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 118
  • Rating: +7/-2
    • View Profile
Re: Zedd Physics Library (BETA)
« Reply #44 on: September 23, 2011, 04:53:43 am »
Perhaps a better question Wellen: Are you using the correct copy of Axe 1.0.3? The official Axe 1.0.3 released by Quigibo has a big problem with multiplication that will undoubtedly break lots of calculations in Zedd. That is why I created this version to specifically address and fix this bug.
Right, I didn't use this version.
It's ok now, anyway great job !

*and good luck for this new bug :P*
-/...././/--./.-/--/.
I'm french, so please feel free to correct my bad english, it'd help me a lot ;)
Spoiler For Feat. Loulou54:
Spoiler For Projects:
Spoiler For Axe:
Ti-Lock : Lock your calc before turning it off               [XXXXXXXX--] 80%
Spoiler For Ti-Basic:
Spoiler For Soko-Ti, a sokoban game in Ti-Basic:

Spoiler For Memory:

Downloads here.