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Great! I was just thinking of coming back to this...
Now for some benchmarking....
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I think that is in part because they don't have operator overloading...
As for AS4, typed arrays and method overloading will be great. Shame there is still no way to mark functions as inline.
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I just saw APE got back ported to AS2
http://agave.tequila.com/node/15
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thanks
Before APE, Alex Cove wrote an AS2 engine called Flade. Also particle physics I think. Just google it..
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If you download it and look in the \Data\Shaders\default directory you will find some OpenGL vertex and fragment shaders (small bits of code that run on the GPU). If you look at the code you'll see...
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FYI Apparently the solver is based on Box2D SI and the narrow collision detection is signed distance maps (I think thats why it supports concave shapes so well). The narrow phase might even be...
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You could do something similar in Flash. You'd have to compromise on size of window, number of objects and probably not the fluid but I think you could get close. Its pretty damn cool - much like...
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I should add - best viewed with latest flash player AND Firefox Beta 3....
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I've not performed any scientific testing but Firefox 3 Beta 2 feels much much faster with Flash.
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I thought I'd dig up this old thread - I released the first part of this engine today - just the physics at the moment. There is a thread in the Math & Physics forum with links to the project,...
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Hey - thanks, took quite some effort. Converting Non-OOP C to OOP AS3 can be a bit of a headache sometime. I had to do some major refactoring from the C version, it relied heavily on constructing...
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Rather than wait until I'm 100% happy with the code (which is never) I've decided to release the code now, and carry on working on it over the next few months.
The project home & SVN can be found...
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Hey,
That's great - looks really good. Nice to see some thing more artistic here... What kind of algorithm did you use to generate the branches? You mention random but there seems to be some...
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Thanks - not sure what 'api true port' it though...
A quick summary of how it went:
First I did a straight C to AS3 port, just getting something working. Fortunately the original source was...
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You got a heap implementation in AS3 then? ;)
The balancing is important but I can live without it for now. Actually does anybody know what the built in Dictionary class uses?
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Anybody have, or know of an implementation of this in AS3? Maybe not the right forum to ask in but on the other hand the people most likely to have needed might be here.
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A new stress test demo. Its basically the same as the previous demos, only demo 4 (click on control and press 4) is now 246 individual blocks.
Fire blocks with the mouse into the scene...
...
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So physics fans - its a day that has 'y' in it so in to that must mean a port of some physics engine has been converted to Actionsctipt!
This time it a port of the C Chipmunk library to...
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Its even faster to use just one array, and calculate the 2D offset. For example if you want a 10x10 then setup and 100 element single array. Then calculate the x,y offset: for example position...
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btw I also found I had to tweek the gravity variable a little to produce good results.
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This was my code. Replace the Vector2D class with any vector or point class.
public static function calcTrajectory( startPos:Vector2D , targetPos:Vector2D , projVelocity:Number ,...
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Looks like I was beaten to it by the previous post :-)
I implemented this in AS3 and it was very fast (http://home.planet.nl/~borst595/SeperationAxis_LineOfSight.swf)
I added some predictave...
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There is a general solution:
x = p1.x + blend * (p2.x - p1.x);
y = p1.y + blend * (p2.y - p1.y);
where blend is the percentage between the two points you want. So if you want halfway blend =...
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Thats one of the main requirements, I'm using swept SAT for this at the moment. For many reasons I'm limiting the world objects (but not the tiles) to either rectangles (can be rotated) and circles....
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Thanks - I forgot that one. I'm considering a few options at the moment, quad trees and this.
The type of algorithm depends on the number of objects you want to test. I'm using simple AABB's for...
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