Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Builderboy on September 19, 2011, 08:09:39 pm

Title: Zedd Physics Library (BETA)
Post by: Builderboy on September 19, 2011, 08:09:39 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.
(http://img.removedfromgame.com/imgs/Demo.gif)
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 (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=722)

Title: Re: Zedd Physics Library (BETA)
Post by: leafy on September 19, 2011, 08:38:53 pm
Hang on I need to go change my pants brb
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on September 19, 2011, 10:03:55 pm
Freak I am excited to try this out.
Title: Re: Zedd Physics Library (BETA)
Post by: Spyro543 on September 20, 2011, 06:44:12 am
Will you ever put in bodies rotating (like actual physics, bodies rotate)
Title: Re: Zedd Physics Library (BETA)
Post by: Hayleia on September 20, 2011, 10:52:01 am
 :w00t:
I wish I had time to use it !!! It is so <insert a word that is more than "amazing"> !

/me downloads
Title: Re: Zedd Physics Library (BETA)
Post by: Chockosta on September 20, 2011, 12:28:30 pm
This is just incredible.
Ultra-realistic physics with a calculator.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 20, 2011, 01:38:46 pm
Will you ever put in bodies rotating (like actual physics, bodies rotate)

No, bodies will never rotate in this engine, specifically because if they did, everything that is optimized to make this engine fast would not be fast anymore.
Title: Re: Zedd Physics Library (BETA)
Post by: Spyro543 on September 20, 2011, 02:09:27 pm
Ok just wondered. It's awesome already, just saying, real blocks would rotate, but it's AWESOME as it is.
Title: Re: Zedd Physics Library (BETA)
Post by: Wellen on September 20, 2011, 02:17:43 pm
I wish I had a project using physics, so that I could use Zedd..

/me finishes his current projects very very quickly

Anyway, it's such an amazing crazy stuff ^^
Title: Re: Zedd Physics Library (BETA)
Post by: phenomist on September 21, 2011, 04:25:11 pm
Whoa, conveyor belts!
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 21, 2011, 04:42:33 pm
I don't code in Axe, yet (I don't have time to learn it at the moment D:), but I used an example, and I thought it was very cool and I can see tons of ways to use this! This is really really cool and I have already rated it on TICalc! Very awesome BuilderBoy!


EDIT: ! I am having a bit of a glitch (I will go through the readme), but the rope and grabber aren't attached and the rope starts off by swinging around fast O.O I hope I didn't break something...
Title: Re: Zedd Physics Library (BETA)
Post by: ztrumpet on September 21, 2011, 04:54:36 pm
* ZTrumpet wonders if Builderboy remembered to initialize everything...
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 21, 2011, 04:55:35 pm
Xeda112358 thinks that when BuilderBoy went back and commented, he accidentally some of his code O.O

It is still cool!
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 21, 2011, 05:50:01 pm
Interesting bug o.O How did you obtain the executable?  Did you simply recompile the demo?  Or retype is yourself from the source?
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on September 21, 2011, 06:15:13 pm
Bboy there are a number of bugs.

NUMBER ONE: somewhere in the code you left an unnecessary reference to CLZ().

Thats all i could find really. Amazing work!
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 21, 2011, 06:23:56 pm
What do you mean an unnecessary reference to CLZ?  If you are looking in the Zedd engine, that's the callback function :P
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 21, 2011, 08:16:13 pm
I just used the included executable :/ Maybe it just copied wrong?


EDIT: I also found another bug where I pulled a block through a floor/tile thing...
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 21, 2011, 08:43:48 pm
That's strange, the executable works perfectly for me.  o.O Does it do the same thing on calc?  Maybe it's your version of wabbit doing something strange? 
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 22, 2011, 12:33:23 am
Huh, that is weird... it does work on my actual calc, so why isn't it working for Wabbit...?
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 22, 2011, 01:16:34 am
That is weird O.o Do you have the latest version of wabbit?  It works on my wabbit.  I wonder what it is that Axe is doing that Wabbit doesn't like?
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 22, 2011, 01:21:15 am
I think I have the latest version... I dunno. But I still managed to pull a block through a tile and then make it fly away and disappear :D
Title: Re: Zedd Physics Library (BETA)
Post by: ralphdspam on September 22, 2011, 01:24:41 am
I think I have the latest version... I dunno. But I still managed to pull a block through a tile and then make it fly away and disappear :D
I tried the app, and the rope went berserk.  o.O
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 22, 2011, 01:29:21 am
That's so weird, I wonder why that could be happening o.O And it works fine on my wabbit too
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 22, 2011, 01:31:37 am
uh-oh, I just had a block fall into another a little bit and they are slowly floating upwards... this is on my TI-84+SE...
Title: Re: Zedd Physics Library (BETA)
Post by: ralphdspam on September 22, 2011, 01:41:10 am
That's so weird, I wonder why that could be happening o.O And it works fine on my wabbit too
Oh, I was trying it on my TI-84 Plus SE. 
Can it be an Axe problem?  I'm running 1.0.3.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 22, 2011, 02:35:39 am
The rope was spazzing out on your calculator?  This is so weird...  I have the exact same calculator and exact same Axe version.  And Xeda, are you able to replicate the issue?
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on September 22, 2011, 02:42:43 am
Hey bboy quick question - when there's both object friction and tilemap friction, does it calculate for both? This object friction feels a little weird sometimes.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 22, 2011, 02:46:31 am
When objects collide with the world, it uses default friction (currently locked to 4 D:) when an object collides with another object, the friction is calculated based on the product of the frictional constants of both objects.  If an object collides with both the world and an object in the same frame, friction is calculated separately for each occasion.
Title: Re: Zedd Physics Library (BETA)
Post by: Wellen on September 22, 2011, 03:30:42 am
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)
(http://www.monsterup.com/upload/1316676541425.gif)
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 22, 2011, 04:04:14 am
Does it still produce the error if you compile it for the homescreen?  And Xeda and ralphdspam, were you guys using shells when you got the rope errors?
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 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...
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy 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:
Title: Re: Zedd Physics Library (BETA)
Post by: Wellen 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)
(http://www.monsterup.com/upload/1316676541425.gif)

If I use the compiled version that is in the folder, there's no problem
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy 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. 
Title: Re: Zedd Physics Library (BETA)
Post by: Runer112 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 (http://ourl.ca/13086) to specifically address and fix this bug.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy 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.
Title: Re: Zedd Physics Library (BETA)
Post by: DJ Omnimaga 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.
(http://img.removedfromgame.com/imgs/Demo.gif)
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 (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=722)

O.O
Title: Re: Zedd Physics Library (BETA)
Post by: ralphdspam 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 (http://ourl.ca/13086) 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. 
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 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
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy 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
Title: Re: Zedd Physics Library (BETA)
Post by: sqrt(Time) 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. ^_^
Title: Re: Zedd Physics Library (BETA)
Post by: leafy 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?
Title: Re: Zedd Physics Library (BETA)
Post by: Darl181 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
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy 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.
Title: Re: Zedd Physics Library (BETA)
Post by: Wellen 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 (http://ourl.ca/13086) 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*
Title: Re: Zedd Physics Library (BETA)
Post by: yunhua98 on September 23, 2011, 12:27:03 pm
I edited Quigibo's post in the Latest Updates thread with a note and a link to the fixed version.
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on September 23, 2011, 12:31:15 pm
Sorry, I realized I posted that rope lib in the wrong place. Here's the old rope library modified for Zedd2 which I find I prefer, although builder tells me it has length adjustment issues.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 23, 2011, 02:22:38 pm
But its not compatible :O It needs the sub functions or else it can't work with the demo :O
Title: Re: Zedd Physics Library (BETA)
Post by: Eiyeron on September 23, 2011, 04:06:31 pm
Owww. That's interessting... WHy don't I learned Asm?
Please, just give me one Ti-83+, I want to test this (I already got WAbbit)
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on September 29, 2011, 02:27:49 am
Yay Zedd got featured! ;D Thanks to all the staff at TiCalc for featuring my program!  And thanks to all you here for being awesome and supportive ^^
Title: Re: Zedd Physics Library (BETA)
Post by: Xeda112358 on September 29, 2011, 03:23:30 am
Yay Zedd got featured! ;D Thanks to all the staff at TiCalc for featuring my program!  And thanks to all you here for being awesome and supportive ^^
Thank you for being awesome!
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on October 25, 2011, 08:56:35 pm
It didnt work. At all.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 25, 2011, 08:58:22 pm
Would you mind explaining what you tried to get to work?  Did you try the demo?  Did you recompile the demo?  Did you try making a simulation of your own?  It really doesn't help me fix any potential problems when you only tell me it doesn't work
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on October 25, 2011, 11:30:09 pm
What I'd really really really like to see is a tutorial explaining how to make a basic platformer engine, using Zedd. Like, a step by step walkthrough and how to make the same type of engine Graviter or Demolition has, but without all the features, just collision detection and moving around and jumping and stuff.
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on October 25, 2011, 11:57:35 pm
Buttsfredkin patience my lad, I am working on one right now. It's about 23% done (I pulled that number out of my arse.) But seriously, begin reading all the documentation builder provided, because that stuff is massively helpful. Zedd is pretty much a plug and chug library, and im sure you can figure out bits of it on your own ^^
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on October 26, 2011, 10:28:51 pm
I downloaded the file, I download the program "zedd" onto my 83+, I opened it, syntax error. I used asm(, invalid error. I tried to compile it, it didn't show up.
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on October 26, 2011, 10:30:37 pm
Buttsfredkin patience my lad, I am working on one right now. It's about 23% done (I pulled that number out of my arse.) But seriously, begin reading all the documentation builder provided, because that stuff is massively helpful. Zedd is pretty much a plug and chug library, and im sure you can figure out bits of it on your own ^^

Alright. Sounds good, and I can wait.
Title: Re: Zedd Physics Library (BETA)
Post by: chattahippie on October 26, 2011, 10:31:10 pm
I downloaded the file, I download the program "zedd" onto my 83+, I opened it, syntax error. I used asm(, invalid error. I tried to compile it, it didn't show up.
Zedd is a library, meaning you use the commands it offers in programs to help with things that are hard to do without them.  Try sending all the files, and then compiling the demo, then run it with the Asm( command
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on October 26, 2011, 10:34:18 pm
Sening what files?
Title: Re: Zedd Physics Library (BETA)
Post by: chattahippie on October 26, 2011, 10:36:19 pm
Under the file Demo, send A, AXE, BUOYANT, M, MOMENTUM, Pic0, ROPE, and ZEDD to your calc
Title: Re: Zedd Physics Library (BETA)
Post by: Darl181 on October 26, 2011, 11:03:59 pm
You know how in BASIC, you can have sub-programs?  In Axe, that's possible to an extent, and they're called libraries.  The libraries can contain code, sprites, subroutines, whatever just as if it were part of the main program (or in Axe's case, source)

The following is possible and correct:
If there's a main program like
Code: (main source) [Select]
.NAMEHERE
[FFFFFFFFFFFFFFFF]→Pic1
sub(CLR)
sub(PTO,10,10)
DispGraphClrDraw
Repeat getKey(15)
Pause 10
End
prgmSUBS
...and another program, also source, like
Code: (PROGRAM:SUBS) [Select]
..
Lbl CLR
ClrDraw
Return

Lbl PTO
Pt-On(r1,r2,Pic1)
Return
Compiling the main source will allow you to use the subroutines in the program named SUBS.

Zedd works the same way, they're basically pre-made routines you can call in your source, as long as you have prgmNAME in the main source :)
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 26, 2011, 11:13:05 pm
I downloaded the file, I download the program "zedd" onto my 83+, I opened it, syntax error. I used asm(, invalid error. I tried to compile it, it didn't show up.

You should read the readme and all the other massive amounts of documentation I wrote to explain exactly how to use Zedd.  It would explain a lot of why you can't get Zedd to 'run'.  Darl explained a bit how functions work, and Zedd gives you functions to use in your own physics program.  If you just want to play with the demo, go to the demo folder and send Axe.8xp to your calculator and run it with Asm() from the homescreen.
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on October 27, 2011, 03:21:23 pm
I know what library files are, but I'll read the readme again.

Edit: Read the readme. It seems hard to use.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 27, 2011, 06:05:17 pm
It is for people who have a fairly proficient understanding of Axe so if you are just beginning it might be a bit hard to understand.
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on October 30, 2011, 09:06:33 pm
I may have an outdated version of the readme, but my copy doesn't list every Zedd function and what it does, it only lists some. It doesn't list a bunch of important commands like SimZ and stuff like that, I had to learn about those from printing off the example source code. idk how complete the current version is, but tbh I'm pretty sure I downloaded the latest version.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 30, 2011, 09:22:58 pm
Huh, it does look like I forgot to include SimZ in the commands index o.O Strange... Is that the only one you found or were there more?
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on October 30, 2011, 09:26:42 pm
I don't know, I haven't looked through the include programs yet (prgmZEDD, prgmBOUNCE, and whatever other progs define the different functions) so idk, but I think that was the only one I saw, just looking through the example program.
Title: Re: Zedd Physics Library (BETA)
Post by: nemo on October 31, 2011, 01:35:35 am
i've been going through the source code for this deciphering it trying to figure it all out, but i've hit a roadblock. In the SimZ function, what is the variable H used for? i think it's detecting if the object is moving horizontally, but i'm not sure.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 31, 2011, 03:33:25 am
Yeah it's detecting if an object has a possibility of an object collision.  If an object is colliding with the tilemap and has a velocity that is not along the axis of the wall, it will not search for object collisions for that specific objects.  Just a small speedup thing :)
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on November 14, 2011, 10:32:41 pm
Read the readme in depth now. Seems not that hard and real useful!
Title: Re: Zedd Physics Library (BETA)
Post by: Darl181 on November 15, 2011, 02:51:02 pm
I'm considering using this for Essence.  A question tho...how far off the screen can something be before it loops around? 
Afaict it's ~32pix to the right and 128 to the right..might there be a way to get a more range other than decreasing inflation?
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on November 15, 2011, 05:22:43 pm
You can get 256 pixels of total movement in both directions.  Increasing this amount without decreasing inflation would be extremely complicated, and not really planned at the moment.  Decreasing the inflation would work though, even if it is by 1/2 you could still get 512 pixels worth of movement, which is like 5.3 screens worth of scrolling
Title: Re: Zedd Physics Library (BETA)
Post by: epic7 on November 15, 2011, 08:03:21 pm
If you give someone a program that uses zedd, do they need zedd?
Title: Re: Zedd Physics Library (BETA)
Post by: InternetCliche on November 15, 2011, 08:04:51 pm
If you give someone a program that uses zedd, do they need zedd?
No, it is a library for axe. So like other axe "peripherals", they are not required to run the program.
Title: Re: Zedd Physics Library (BETA)
Post by: Michael_Lee on November 15, 2011, 08:22:01 pm
A few questions about Zedd:


When using Zedd, is it the coder's responsibility to run through all the existing objects and draw/otherwise render them to the screen, or does Zedd handle that?

LoadZ():
r6 is the sprite number.  What precisely is the sprite number?
I looked in the source for the demo -- I'm not entirely sure how you're drawing the objects. 
Do all sprites have to be pointed to Str0SP, or does it not matter?

Can you change the buoyancy after setting it?
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on November 15, 2011, 08:32:45 pm
Running and drawing the objects is all handled within the subroutine SimZ.
LoadZ():
r6 as the sprite number: Can be any number from 0-255. This denotes which sprite you want to draw, as well as differentiates different types of objects. For example, I have 0 as the player object, 1 as boxes, 2 as explosives, and 3 as fragmented objects.
The objects are being drawn within Zedd.
It doesn't matter. You can change it within Zedd :P

Yes, you can change the buoyancy. You can write your own routine to alter the buoyancy byte, or just alter the byte directly.
Title: Re: Zedd Physics Library (BETA)
Post by: Michael_Lee on November 15, 2011, 08:37:50 pm
In that case, I'm assuming that Zedd can't draw grayscale sprites (unless you modify it)?
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on November 15, 2011, 08:39:55 pm
Just change the area where you draw the sprite to draw to the greyscale buffer as well.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on November 15, 2011, 08:40:24 pm
Indeed, but it could be easily modified to display greyscale, as long as you know a little bit of what you are doing.  And sprite number merely points to the offset in your defined sprite buffer.  0 will point to the first sprite, 1 to the second sprite, and so on.  In the future, high numbers like 255 and 254 might signify drawing using Rect() and various effects.
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on November 16, 2011, 10:15:24 am
Zedd is really good as-is, but even better if you know what you're doing enough to modify it to your specific needs :)

EDIT:
Do all sprites have to be pointed to Str0SP, or does it not matter?
Yeah, by default, Zedd looks at Str0SP for the sprites.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on March 03, 2012, 06:01:46 pm
Posting small beta cause Runer and Leafy wantz it :P
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on March 03, 2012, 09:10:37 pm
What does this version have?
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on March 03, 2012, 09:19:37 pm
It's only half working and not fully finished, so I wouldn't recommend using it, i just posted it here because leafy and runer kept poking me >.<
Title: Re: Zedd Physics Library (BETA)
Post by: LincolnB on March 03, 2012, 10:50:37 pm
How is it different from the "normal" build?
Title: Re: Zedd Physics Library (BETA)
Post by: leafy on March 03, 2012, 10:53:08 pm
It involves a couple of flags that change the previously inaccurate player friciton.
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on March 03, 2012, 11:35:29 pm
Well that, but it is also a work in progress, and so is incomplete and contains many features that are only half working or poorly implemented.
Title: Re: Zedd Physics Library (BETA)
Post by: Streetwalrus on October 30, 2012, 03:28:25 pm
Hey, that's a nice engine you've got here.
I downloaded it, but there is no advanced install dir in the zip. Is this an error on your part or on mine ? ???
Title: Re: Zedd Physics Library (BETA)
Post by: Builderboy on October 30, 2012, 03:33:29 pm
It is still in beta, so the advanced installation feature has not been completed yet, only the most basic features are available right now.
Title: Re: Zedd Physics Library (BETA)
Post by: DJ Omnimaga on October 30, 2012, 04:05:07 pm
Builder was here?? O.O Nice to see you again
Title: Re: Zedd Physics Library (BETA)
Post by: Streetwalrus on November 06, 2012, 01:34:25 pm
Ah OK. This explains that. :D
Well, no biggie. I'll write my own engine for my game since it'll perfectly fit my needs this way. ;)