2.0 Progress Update

News about Box2D
ewjordan
Posts: 803
Joined: Sun Sep 23, 2007 2:35 pm

Re: 2.0 Progress Update

Postby ewjordan » Wed Feb 06, 2008 7:20 am

So would now be a good time to start updating ports, or are there still a good number of internal changes likely to happen before you officially release 2.0?

Erin Catto
Site Admin
Posts: 2948
Joined: Thu Sep 06, 2007 12:34 am

Re: 2.0 Progress Update

Postby Erin Catto » Wed Feb 06, 2008 11:15 am

Wahooney: yeah, it would be interesting to have some pixel level collision.

ewjordan: since I haven't gotten much feedback about the API, I think it is safe to begin porting. There might be some small changes once 2.0 goes out for bugs, etc.

Wahooney
Posts: 155
Joined: Tue Sep 18, 2007 6:17 am
Location: Western Cape, South Africa
Contact:

Re: 2.0 Progress Update

Postby Wahooney » Wed Feb 06, 2008 11:22 am

Do you think you'll be adding any new files to the project, Erin?
If not, I can send the Code::Blocks projects through.

Erin Catto
Site Admin
Posts: 2948
Joined: Thu Sep 06, 2007 12:34 am

Re: 2.0 Progress Update

Postby Erin Catto » Wed Feb 06, 2008 2:57 pm

Wahooney: send it my way. A patch is even better.

Wahooney
Posts: 155
Joined: Tue Sep 18, 2007 6:17 am
Location: Western Cape, South Africa
Contact:

Re: 2.0 Progress Update

Postby Wahooney » Thu Feb 07, 2008 1:41 am

Erin, I did a full revert to the current version, I made mods here and there in my playing, but it the SVN version doesn't seem to build in GCC unless you define FREEGLUT_STATIC, which is still commented out in the trunk. Is there any other solution?

I'd like to fix this before I send the Code::Blocks patch.

Erin Catto
Site Admin
Posts: 2948
Joined: Thu Sep 06, 2007 12:34 am

Re: 2.0 Progress Update

Postby Erin Catto » Thu Feb 07, 2008 11:10 am

In VS8 I define FREEGLUT_STATIC in the project.

Wahooney
Posts: 155
Joined: Tue Sep 18, 2007 6:17 am
Location: Western Cape, South Africa
Contact:

Re: 2.0 Progress Update

Postby Wahooney » Thu Feb 07, 2008 12:00 pm

In that case...

Whoop here it is! Apply and let dry ;)
Attachments
cbProjects.zip
(3 KiB) Downloaded 502 times

kdmiller3
Posts: 100
Joined: Sun Dec 02, 2007 6:29 pm

Re: 2.0 Progress Update

Postby kdmiller3 » Sun Feb 10, 2008 3:49 pm

I noticed that the latest SVN builds feature sensor collision, and it works great for mine triggers in my game. Hurrah! :D

The biggest "breaking" changes I found during the upgrade were the shape maximum radius (b2Shape::GetMaxRadius()) and body fractional-step intersection time (b2Body::m_t) disappearing, with no apparent substitutes anywhere. Neither were absolutely vital, though.

Erin Catto
Site Admin
Posts: 2948
Joined: Thu Sep 06, 2007 12:34 am

Re: 2.0 Progress Update

Postby Erin Catto » Sun Feb 10, 2008 5:20 pm

Both variables are still there, just re-organized.

The max radius has been replaced by the sweep radius.

The time variable is now in the the b2Sweep structure in b2Body.

kdmiller3
Posts: 100
Joined: Sun Dec 02, 2007 6:29 pm

Re: 2.0 Progress Update

Postby kdmiller3 » Sun Feb 10, 2008 7:34 pm

I stayed away from that because it was marked "internal". :D


Return to “News”



Who is online

Users browsing this forum: No registered users and 2 guests