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Member Since 04 Feb 2013
Offline Last Active Jun 06 2015 11:32 AM

#5164466 controlling chipmunk joints

Posted by on 02 July 2014 - 08:00 PM

Hi BeerNutts,

Thanks for reply, i already doing some experiment and i found the solution :)

The solution is just combine some joint together, for example if you have ChipmunkPivotJoint and you want to limit it's rotation, just add ChipmunkRotaryLimitJoint to the same body, and also if you want the joint to have motor then add ChipmunkSimpleMotor.

#5126704 Where do I start?

Posted by on 27 January 2014 - 06:15 AM

if you are using unity, starts using it's official video tutorial, they have a very great resource. and thanks to their tutorial, i know a bit of creating game in 2d or 3d using unity in 2 weeks :)


cheers !!!

#5118477 What do you thinks about Torque3D ?

Posted by on 20 December 2013 - 08:09 PM

it's true that Torque3D has many rudimentary OpenGL ports is the most things that bugging me.


about Maratis3D, i think it's not looks like a promising engine and still lack of community support(from what i saw in it's registered forum user).

#5057276 Why destructor is not called ?

Posted by on 27 April 2013 - 09:57 AM

Is the class CEntity::CBullet known at the point of deletion?

yes it is, i've try calling one dummy member function which write some output in the console and it's works fine.

//something like this


That is, is CBullet.hpp included in the source code file that the function EndContact is in?

it's included


Do you actually store the return value from new anywhere? Because otherwise you leak it and won't be able to delete it => no destructor will be called.

i'm not storing the new value everywhere except on m_Body->setUserData(this); in CBullet constructor, thats the only way to call CBullet after the new operator.

#5047257 How do you manage two vector from two different api's(Box2D and SFML)

Posted by on 27 March 2013 - 09:31 AM

Hi, i'm using box2d and sfml and i have two different vector here (b2vec2 and sf::Vector2f).


I'm trying to combine two vector type in my game classes, what i've done now is making my own game vector utility whit all basic vector operation and casting ability to b2vec2 and sf::Vector2f and it's to far from efficient since i no longer able to pass the vector by pointer or refference and must pass it using value which expensive operation.


i'm also thinking about make b2vec2 as my global vector for game objects and create a converter for convert it to sfml if it needed sometime.


any advice or example's on how you manage this ?


thanks smile.png

#5030924 Animations

Posted by on 10 February 2013 - 10:45 PM

Surely there must be a way to add animations in a simpler way. I guess there might be some software to create this stripe of images and a library for c++ to read these strips. 


For SFML, i think you should use AniSprite Class :)