Author Topic: Zedd Physics Library  (Read 29845 times)

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Offline FinaleTI

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Re: Zedd Physics Library
« Reply #120 on: September 07, 2011, 08:02:28 pm »
Words cannot describe my giddiness. Er, words besides these, that is.


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Offline Builderboy

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Re: Zedd Physics Library
« Reply #121 on: September 07, 2011, 08:04:11 pm »
I'm glad everybody is interested :D I can't wait for the release so I can see how people are going to go about implementing it in their games ^^

Offline ztrumpet

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Re: Zedd Physics Library
« Reply #122 on: September 07, 2011, 09:46:15 pm »
This is insane.  Excellent, excellent job, Builderboy.

How did you make the Demo compile?  O.O
« Last Edit: September 07, 2011, 09:46:20 pm by ztrumpet »

Offline Builderboy

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Re: Zedd Physics Library
« Reply #123 on: September 07, 2011, 09:54:04 pm »
Thanks :] I had to first downgrade to 0.5.3 to get all multiplication support, and then directly modify the Zedd engine and bypass all the user friendly stuff that Zedd should be offering, but that couldn't be offered because 0.5.3 doesn't support constants.  I also had to change all the names of the subroutines because I was using 5 characters and 0.5.3 only supports 3 X.X  It looked a lot worse, but still worked pretty well.

Offline LincolnB

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Re: Zedd Physics Library
« Reply #124 on: September 07, 2011, 10:58:19 pm »
I can't wait for the release so I can see how people are going to go about implementing it in their games ^^

Oh, I well absolutely use this in my current project.
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Offline Runer112

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Re: Zedd Physics Library
« Reply #125 on: September 07, 2011, 11:00:30 pm »
Thanks :] I had to first downgrade to 0.5.3 to get all multiplication support, and then directly modify the Zedd engine and bypass all the user friendly stuff that Zedd should be offering, but that couldn't be offered because 0.5.3 doesn't support constants.  I also had to change all the names of the subroutines because I was using 5 characters and 0.5.3 only supports 3 X.X  It looked a lot worse, but still worked pretty well.

Wouldn't Axe 1.0.2 work fine? I'm THINK all the flash corrupting bugs were solved by 1.0.2, although it still sometimes throws bad flash errors when it shouldn't.

Offline Builderboy

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Re: Zedd Physics Library
« Reply #126 on: September 07, 2011, 11:29:40 pm »
It probably would work, but I don't like releasing software that relies on software that occasionally gives bad flash errors :P

Offline annoyingcalc

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Re: Zedd Physics Library
« Reply #127 on: September 10, 2011, 02:08:15 pm »
that demo is cool
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Offline Builderboy

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Re: Zedd Physics Library
« Reply #128 on: September 10, 2011, 03:56:58 pm »
Thanks :) There is a bug somewhere in there due to a map design oversight, did anybody find it?

Offline Xeda112358

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Re: Zedd Physics Library
« Reply #129 on: September 10, 2011, 06:00:41 pm »
O.O I would love to use this! I plan to learn Axe, now!

EDIT: I cannot move objects that I have grabbed! What do I do? O.0

Offline annoyingcalc

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Re: Zedd Physics Library
« Reply #130 on: September 10, 2011, 06:40:17 pm »
Thanks :) There is a bug somewhere in there due to a map design oversight, did anybody find it?
I did
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Offline Xeda112358

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Re: Zedd Physics Library
« Reply #131 on: September 10, 2011, 06:42:14 pm »
I did! And now that I got it working properly, this is cool

Edit: Is there a source I can look at (the Axe code). I want to get a feel for how I would use Zedd

Offline Builderboy

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Re: Zedd Physics Library
« Reply #132 on: September 10, 2011, 07:11:08 pm »
Zedd is not released yet, but I hope to make it extremely easy to use, through subroutines such as addZ() to add an object, and pushZ to apply a force, and such.  Everything is made to be super user friendly :)

Offline LincolnB

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Re: Zedd Physics Library
« Reply #133 on: September 10, 2011, 07:39:05 pm »
wait, like having it install hooks and stuff that changes some tokens?
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Offline Builderboy

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Re: Zedd Physics Library
« Reply #134 on: September 10, 2011, 08:14:33 pm »
No, they are subroutines, since this is in Axe :)