January 27, 2021, 08:02:37 AM

Recent Posts

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11
SmallBASIC / Re: Modules
« Last post by round157 on January 26, 2021, 10:52:31 AM »


Hope you can see something running.

Hi, errors appeared.

The error message:

*COMP-ERROR AT Main:0*
Description:
Unit raylib.sbu not found or wrong version.

Actually, only raylibc.sbu and raylibc.bas are in 12_20 folder.



12
General Discussion / Re: it's coming....
« Last post by GfK on January 26, 2021, 10:32:44 AM »
Quote
The 2600 console was never a thing as I was growing up
It was THE thing when I was growing up - got mine at Christmas 1981.  It gets a lot of stick, mostly because of ET.  The 2600 version of Pacman got a lot of shit as well but having never played the arcade version it was absolutely fine, to me.  It was a game - I wasn't comparing it to anything as the only other game I'd ever played was Combat.  Despite some iffy titles, you can't fault games like Pitfall 2, Frogger, River Raid, Decathlon, Pole Position, Jungle Hunt... even stuff like Crystal Castles, Dragster, Fishing Derby and Barnstorming were about the simplest games anyone could conceive but we still played them loads.

It sparked an interest that ran for over 30 years - even bought myself a light-sixer a few years ago.  It lives in a cupboard with all my Amstrads!
13
BlitzMax / BlitzMax NG / Re: BLIde
« Last post by GfK on January 26, 2021, 10:23:04 AM »
There are a couple of things which stopped me using BlitzMaxNG, and the lack of BLIde was the big one.

It'd be like going from driving about in a Lamborghini Aventador, to cycling the Paris Roubaix* on a unicycle with no seat.

Absolutely no thanks.

* Mostly cobbled streets, if you don't know.
14
General Discussion / Re: Logic Question
« Last post by Matty on January 26, 2021, 07:46:26 AM »
This is funny...

15
BlitzMax / BlitzMax NG / Re: BLIde
« Last post by LT on January 26, 2021, 05:56:25 AM »
AFAIK, getting Blide working with NG takes a bit more than wrapping a couple of calls.  NG has a lot of extra features, so they would need to be supported in the editor and the debugger.  Not being able to use NG with Blide is the only thing that stopped me from switching to NG a long time ago.
16
BlitzMax / BlitzMax NG / Re: PhysLite Issues
« Last post by blinkok on January 25, 2021, 10:37:02 PM »
I am not familiar with this physics system. Your issue seemed strikingly similar to the Box2D one i described

17
BlitzMax / BlitzMax NG / Re: PhysLite Issues
« Last post by Hardcoal on January 25, 2021, 09:53:25 PM »
How? what is the command for this?
And how come it doest happen on the demos Ive checked..


ive found a command called TBody.SetAutoSleep(False)

but it wont let it work.. its unrecognized for some reason..
18
BlitzMax / BlitzMax NG / Re: PhysLite Issues
« Last post by blinkok on January 25, 2021, 09:35:58 PM »
This happens with all physics systems based on box2D. You need to turn off the objects ability to sleep
19
BlitzMax / BlitzMax NG / PhysLite Issues
« Last post by Hardcoal on January 25, 2021, 08:49:57 PM »
Im learning this PhysLite 2D engine now.
and something really strange which I cant understand..

when I run my simulation of lets say a bridge of attached masses.. they suddenly stop being simulated..
as if they went into sleep mode..

when i produce another bridge.. it works.. without entering sleep mode.. and than again another one does enter sleep mode..

anyone one has any Idea?

Ive already compared it to many code examples.. and I cant figure it out..
so weird..

anyway ive attached what I did..
Press mouse to produce a new bridge..

Code: [Select]
Method CreateBridge:Tmass[] (X:Float = 10, Y:Float = 10, Size:Float = 300, Sections = 5)
Local BridgePart:TMass[], bridge:TBody, TempM:TMass, I, Radius:Float, XC:Float, Friction:Float = 1
Local Mass:Float = 10

If Sections < 3 Then Return
If Sections > 100 Then Return

Radius = size / (Sections * 2)

bridge = New TBody

BridgePart = BridgePart +[MassCreate(X, Y, Mass, Radius, Friction, 99)]
TempM = BridgePart[0]

Local c:TConstraint
For I = 1 To Sections
BridgePart = BridgePart +[MassCreate(X + XC, Y, Mass, Radius, Friction, 99)]
c = ConCreate(TempM, BridgePart[I])
c.Assign (bridge)
TempM = BridgePart[I]
XC = XC + Radius * 2
Next

BridgePart = BridgePart +[MassCreate(X + Size, Y, Mass, Radius, Friction, 99)]
c = ConCreate(BridgePart[I - 1], BridgePart[I])
c.Assign (bridge)

BridgePart[0].Freeze()
BridgePart[I].Freeze()

ListAddLast(PhyObjList, BridgePart)

Return BridgePart
End Method

20
Showcase / Re: Votrtex
« Last post by blinkok on January 25, 2021, 08:29:58 PM »
That looks awesome!
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