Author Topic: Zedd Physics Library  (Read 25957 times)

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Offline LincolnB

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Re: Zedd Physics Library
« Reply #135 on: September 10, 2011, 08:15:44 pm »
Oh ok. that's still cool :) you could consider making it an axiom? although I'm not complaining.
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Offline Builderboy

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Re: Zedd Physics Library
« Reply #136 on: September 10, 2011, 08:53:11 pm »
Actually yes!  Me and Runer were talking about the possibility of making it an Axiom  ^^  But not until later releases :P

Offline LincolnB

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Re: Zedd Physics Library
« Reply #137 on: September 10, 2011, 09:35:03 pm »
Oooh, that's exciting.
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Offline shmibs

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Re: Zedd Physics Library
« Reply #138 on: September 11, 2011, 04:39:32 am »
i very like the way this is looking. i probably won't ever use it for a project, though, because physics is just too fun to completely skip over in the writing process. what's the restitution on those boxes? they bounce a lot.

Offline Builderboy

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Re: Zedd Physics Library
« Reply #139 on: September 11, 2011, 01:59:46 pm »
They do have perfectly elastic collisions with other objects in this specific version, which is why they bounce so much :P But that is 100% modifiable

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Re: Zedd Physics Library
« Reply #140 on: September 19, 2011, 02:16:10 pm »
Alright update with this, I was trying Axe 1.0.2 like you guys suggested, but apparently it has some issue parsing static pointers that is messing majorly with the engine.  0.5.3 doesn't have the static variables, 1.0.0 and 1.0.1 are unstable, 1.0.2 can't parse static pointers, and 1.0.3 has problems with multiplication.  There is officially no version of Axe out that can compile Zedd right now D: So this project is going to have to remain unreleased until I can bug Quigibo to fix the multiplication in Axe 1.0.3

Offline Eiyeron

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Re: Zedd Physics Library
« Reply #141 on: September 19, 2011, 03:12:16 pm »
WOooh, that sounds incredible!
I'm interesssed too, or I WANT IT!

Offline Eiyeron

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Re: Zedd Physics Library
« Reply #142 on: April 15, 2012, 09:10:37 am »
Bump, and to say I got some time to begin a port for Casio.
Buildy, If you get too some times, could you send me a PM? I would like to get some explanations ;)

Offline leafy

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Re: Zedd Physics Library
« Reply #143 on: April 15, 2012, 12:14:21 pm »
I thought somepony already got the entirety of the Chipmunk fysix engine to run on the Prizm - I might be wrong though.
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Offline Eiyeron

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Re: Zedd Physics Library
« Reply #144 on: April 19, 2012, 11:38:26 am »
I though that was on CX CAS :S

Anyway, I ask someprecisions, Zeed is almost non-human readable, and I want to be sure that works too with objects that are bigger/smaller than 8*8

Offline DJ Omnimaga

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Re: Zedd Physics Library
« Reply #145 on: April 19, 2012, 04:20:49 pm »
Hey Eiyeron nice to see you again :D, and nope this was always for the 83+. Written in Axe language :)
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Offline LincolnB

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Re: Zedd Physics Library
« Reply #146 on: April 19, 2012, 05:33:57 pm »
TBH the Zedd source is a lot more readable than I expected it to be. :) It's really optimized, and if you understand a few pretty easy-to-grasp Axe optimizations, some things will make a lot more sense. I think there's an official thread for Axe opts...
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Offline leafy

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Re: Zedd Physics Library
« Reply #147 on: April 19, 2012, 07:06:52 pm »
It can actually be even more optimized, but Builder wanted it to stay readable :O
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Offline Eiyeron

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Re: Zedd Physics Library
« Reply #148 on: April 20, 2012, 01:06:07 pm »
Hey Eiyeron nice to see you again :D, and nope this was always for the 83+. Written in Axe language :)
Thanks Captain Obvious! ;) That's why I'm porting it in C ( for a porject, but hush)

Offline LincolnB

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Re: Zedd Physics Library
« Reply #149 on: April 20, 2012, 05:06:38 pm »
Small confusion...no need to lose your cool.
Completed Projects:
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   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)