Example for Slide/Throw Type Games with 2D physic
Re: Example for Slide/Throw Type Games with 2D physic
Je pense que je dois présenter mes excuses.
Oui, c'était ma faute: j'aurais dû prendre le temps d'exécuter mon texte au moyen d'un traducteur laisser un petit quelque chose à montrer du respect pour la langue, je veux dire, est l'un des plus beaux de sondage.
Excusez-moi.
ICE
Oui, c'était ma faute: j'aurais dû prendre le temps d'exécuter mon texte au moyen d'un traducteur laisser un petit quelque chose à montrer du respect pour la langue, je veux dire, est l'un des plus beaux de sondage.
Excusez-moi.
ICE
Re: Example for Slide/Throw Type Games with 2D physic
sorry ice this is not your fault if someone here is not able to think before posting.
you can write in english even on the french forum this is not a problem, in fact the only problem is that there's people that not understand english so they don't understand what you say, but there is NO OFFENCE at all in the fact you write in english, dutch, suomi or russian here...
don't excuse yourself about posting in english, no way, your exemples are great.
Thanks again,)
sorry for my bad english...
you can write in english even on the french forum this is not a problem, in fact the only problem is that there's people that not understand english so they don't understand what you say, but there is NO OFFENCE at all in the fact you write in english, dutch, suomi or russian here...
don't excuse yourself about posting in english, no way, your exemples are great.
Thanks again,)
sorry for my bad english...
Re: Example for Slide/Throw Type Games with 2D physic
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 ?
You're welcome.
The 2 programms are very cool. Do you think you can do it with 3D object on a real 3d world ?
Only PureBasic makes it possible
Re: Example for Slide/Throw Type Games with 2D physic
Thanks for your friendly invitation. But I belive I should use a translater for all my next answers on this nice forum.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 ?
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.
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Re: Example for Slide/Throw Type Games with 2D physic
Mais alors...... que fais-tu encore ici ???jbernard13 a écrit :j'en m'en fou je programme plus en PB ....case a écrit :Jbernard13 ce serait bien que t’arrêtes de poster n'importe quoi . ou fred vas locké tout les posts ou tu passe et tu vas finir dans ma liste de personne ignorées comme premier inscrit.c'est un forum sur PB merci de te recentrer sur l'essentiel.
PS : ne prends pas la peine de répondre. Ton ratio de posts inutiles et/ou stupides sur ce forum est déjà suffisamment élevé comme ça.......
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Re: Example for Slide/Throw Type Games with 2D physic
MP3D engine is a very powerfull stuff, congrats again
MP3D est un outil très puissant, félicitaions.
MP3D est un outil très puissant, félicitaions.
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Re: Example for Slide/Throw Type Games with 2D physic
Démonstration succincte: affiche les fonctions collisionshandler
http://www.morty-productions.de/icesoft ... andler.zip
http://www.morty-productions.de/icesoft ... andler.zip
Re: Example for Slide/Throw Type Games with 2D physic
Rah, quand je pense à ce que j'en ai bavé avec purebr3aker pour les collisions multiballes/briques qui se déplacent/gravité! Il me faut cette bibliothèque!!!!
Re: Example for Slide/Throw Type Games with 2D physic
Tout droit !djes a écrit :
Rah, quand je pense à ce que j'en ai bavé avec purebr3aker pour les collisions multiballes/briques qui se déplacent/gravité! Il me faut cette bibliothèque!!!!
Purebr3aker se fait en quelques heures.
Re: Example for Slide/Throw Type Games with 2D physic
Double Great !
Ice, can you, please, put a "simple Pure Basic code source" example with Chipmunk4PB.lib and .dll ?
To see how you compute the Chipmunk4PB lib...
Just 2 or 3 polygons on the screen...
Thanks a lot !!
Ice, can you, please, put a "simple Pure Basic code source" example with Chipmunk4PB.lib and .dll ?
To see how you compute the Chipmunk4PB lib...
Just 2 or 3 polygons on the screen...
Thanks a lot !!
Only PureBasic makes it possible
Re: Example for Slide/Throw Type Games with 2D physic
Et c'est pas rare que ma/mes baballes restaient coincées dans l'angle d'une briquedjes a écrit :
Rah, quand je pense à ce que j'en ai bavé avec purebr3aker pour les collisions multiballes/briques qui se déplacent/gravité! Il me faut cette bibliothèque!!!!
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W11x64 PB 6.x
Section HORS SUJET : ICI
LDV MULTIMEDIA : Dépannage informatique & mes Logiciels PB
UPLOAD D'IMAGES : Uploader des images de vos logiciels
⋅.˳˳.⋅ॱ˙˙ॱ⋅.˳Ar-S ˳.⋅ॱ˙˙ॱ⋅.˳˳.⋅
W11x64 PB 6.x
Section HORS SUJET : ICI
LDV MULTIMEDIA : Dépannage informatique & mes Logiciels PB
UPLOAD D'IMAGES : Uploader des images de vos logiciels
Re: Example for Slide/Throw Type Games with 2D physic
Je parlais de Purebreaker 3, pour les autres, faut demander à Polux