Cool Dji a écrit:
Yes ICE, i say as Case
You're welcome.
The 2 programms are very cool. Do you think you can do it with 3D object on a real 3d world ?
Thanks for your friendly invitation. But I belive I should use a translater for all my next answers on this nice forum.
I belive you (france) having much more interests to get information about 2D/3D as the both other forums (german/english).
This was my intention to write/show my Chipmunk4PB wrapper which is a PureBasic wrapper for the nice 2D physic engine Chipmunk.
And now my answer:
Yes the wrapper can work with 3D objects too. But not on a real 3D world-> more on a 2.5D world.
The next MP3D engine will have some stuffs which I want to have to work with 3D object and with my Chipmunk4PB wrapper.
About the Chipmunk4PB wrapper: The next release is near. There are some new function on it, read here:
Collision Handlers:
A collision handler is a set of 4 function callbacks for the different collision events that Chipmunk recognizes. The event types are:
•Begin: Two shapes just started touching for the first time this step. Return true from the callback to process the collision normally or false to cause Chipmunk to ignore the collision entirely. If you return false, the pre-solve and post-solve callbacks will never be run, but you will still recieve a separate event when the shapes stop overlapping.
•Pre-Solve: Two shapes are touching during this step. Return false from the callback to make Chipmunk ignore the collision this step or true to process it normally. Additionally, you may override collision values such as cpArbiter.e and cpArbiter.u to provide custom friction or elasticity values. See cpArbiter for more info.
•Post-Solve: Two shapes are touching and their collision response has been processed. You can retrieve the collision force at this time if you want to use it to calculate sound volumes or damage amounts. See cpArbiter for more info.
•Separate: Two shapes have just stopped touching for the first time this step.
Collision callbacks are closely associated with cpArbiter structs. You should familiarize yourself with those as well.