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Zedd Physics Library
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Topic: Zedd Physics Library (Read 30574 times)
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Builderboy
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Would you kindly?
Re: Zedd Physics Library
«
Reply #105 on:
October 13, 2010, 07:35:39 pm »
Haha i look forward to all of your bug reports, i know there will be some
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Michael_Lee
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Re: Zedd Physics Library
«
Reply #106 on:
October 13, 2010, 08:06:33 pm »
Ooh - this looks like fun!
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meishe91
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Re: Zedd Physics Library
«
Reply #107 on:
October 13, 2010, 09:29:23 pm »
Wow, that was a lot to read and take in
I thought competitions were meant to be handled by Raylin though
As for this, sounding and looking great, Builder
I can't wait for the sandbox demo. It shall be epically epic
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DJ Omnimaga
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Re: Zedd Physics Library
«
Reply #108 on:
October 14, 2010, 02:13:30 am »
Lol SirCmwpn
Keep up the good work on both your engine and good luck
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matthias1992
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Re: Zedd Physics Library
«
Reply #109 on:
October 14, 2010, 04:37:07 pm »
Maybe I missed something but I didn't realize that axe supported subs with arguments? If it does then how? this seems to be undocumented (at least in the official PDF document)
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MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to document it and extend |
~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-
SirCmpwn
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Re: Zedd Physics Library
«
Reply #110 on:
October 14, 2010, 04:39:59 pm »
use sub(NAME,arg1,arg2,...,arg6
arg1 is stored to r1, arg2 is stored to r2, and so on.
You can get these from [2nd]+[Vars], [R!ght], [3]
«
Last Edit: October 14, 2010, 04:49:52 pm by SirCmpwn
»
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matthias1992
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Re: Zedd Physics Library
«
Reply #111 on:
October 14, 2010, 04:45:36 pm »
cool! I never knew that! makes me wonder whether or not it is possible to make a sort of 'Gamemaker' which is just a bunch of useful subs copied into the program
.
* matthias1992 runs off and starts programming in Axe again (attempt no5)
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MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to document it and extend |
~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-
Builderboy
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Would you kindly?
Re: Zedd Physics Library
«
Reply #112 on:
October 16, 2010, 02:09:28 pm »
Okay so now that the sandbox is in working stages i can resume work on the actual engine that powers it
Next up on my list is fully supporting friction between the walls and all objects. The friction will be greater the more the objects are pressed together
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meishe91
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Re: Zedd Physics Library
«
Reply #113 on:
October 16, 2010, 05:15:28 pm »
Great, can't wait
Good luck.
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DJ Omnimaga
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Re: Zedd Physics Library
«
Reply #114 on:
October 17, 2010, 03:58:46 am »
Nice to hear, I hope adding the friction is not too challenging
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Eeems
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Re: Zedd Physics Library
«
Reply #115 on:
October 19, 2010, 11:28:34 am »
This is really exciting
too bad rotation isn't an option on the calc...
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Builderboy
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Would you kindly?
Re: Zedd Physics Library
«
Reply #116 on:
September 07, 2011, 06:46:02 pm »
Alright guys, the date of the next release of the Zedd physics library is drawing near! And as a results I have a whole new engine and a whole new set of features for you guys to implement into your games! First off is the most important aspect of the engine in my opinion, which is the ease of use. The engine is designed to be usable completely through subroutines, that way you don't have to go messing with Zedd's code, and still retain a high level of complexity, compatibility, and customization.
The second feature that should be very beneficial for anybody wanting to write a physics game is the ability to add in libraries that interface directly with Zedd and add new features. This can be useful for using Zedd to simulate rope physics as well for example.
The third feature that is now supported is a physics callback method. This can be used by the programmer to impart rules and forces to each object in the simulation, as you get to define a method that is applied to every object during the simulation. This can be used to impart global forces that impact all objects, such as a global water line that applies buoyancy to the objects.
The fourth and last major addition to the Zedd library is universal object friction. All objects now impart and receive frictional force from the objects and world they collide with. Not only does this mean more advanced stacking features, but also clever uses such as conveyor belts and moving platforms.
Now unfortunately in it's current state, Zedd is unable to be compiled with any current version of Axe, so the release cannot happen until a few bugs (namely the ** and *^ multiplication bugs) are sorted out. Nevertheless, I have composed a screenshot demo of the new engine, and used it to create a world that demonstrates all 4 of the new features. In the screenshot you can see rope physics, using an outside library. Water physics, implemented with a callback function. A conveyor belt, using the newly implemented friction. And the control of the claw itself, which uses the built in functions of Zedd to interface with the simulation.
To play with the demo yourselves, merely send the AXE.8xp program, an the M.8xv appvar to your calculators
ARCHIVE,
and run the AXE program! Controlls are arrow keys to move the claw, alpha to grab with the claw, and 2nd to move the conveyor belt. Have fun! And keep an eye out for the first official Zedd release!
«
Last Edit: September 10, 2011, 06:18:43 pm by Builderboy
»
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squidgetx
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Re: Zedd Physics Library
«
Reply #117 on:
September 07, 2011, 06:48:59 pm »
O_o
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Re: Zedd Physics Library
«
Reply #118 on:
September 07, 2011, 06:53:09 pm »
I might even play around with axe again just to try out working with zedd
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Michael_Lee
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Re: Zedd Physics Library
«
Reply #119 on:
September 07, 2011, 06:55:59 pm »
That is awesome.
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Croquette
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> Internet version: On hold until I can make my website less boring/broken.
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