Hi everyone ! FINALLY released the GDK Version of SPARK WRAPPER.
Let me know if you found some bugs or missing functions !
(Download : see the firs post)
Simple Example :
#include "DarkGDK.h"
#include "globstruct.h"
#include "SparkWrapperGDK.h"
// the main entry point for the application is this function
void DarkGDK ( void )
{
dbBackdropOn();
SP_Init();
dbSyncOn ( );
dbSyncRate ( 60 );
dbLoadImage("media\\explosion.bmp",1);
void * sys = SP_CreateSystem(false,0,0,0);
void * grp = SP_AddGroup(sys,200,0,0,0);
SP_SetLifeTime(grp,3.5f,4.5f);
void * renderer = SP_SetQuadRenderer(grp,1,5,5,2,2,2);
void * scaleInterpolator = SP_AddInterpolator(grp , SP_PARAM_SCALE , 0.8f , 1.0f , 5.0f ,12.0f);
void * textureInterpolator = SP_AddInterpolator(grp , SP_PARAM_ATLAS_DIMENSIONS , 0 , 4 ,1);
void * angleInterpolator = SP_AddInterpolator(grp ,SP_PARAM_ANGLE, 0.01f , 2.2f ,0);
void * rgbaInterpolator = SP_AddRGBAInterpolator(grp , 0xEA3000FF , 0xAD500000 , 0);
void * myEmitter = SP_AddSphericEmitter(grp , 0 , 1 , 0 , 0.3 , 0.6 , 20 , 0.1 , 0.5 ,-1 , SP_SphereZone(0,0,0 ,0.05f));
// our main loop
while ( LoopGDK ( ) )
{
dbControlCameraUsingArrowKeys(0,0.2,0.2);
// update the screen
dbSync ();
}
// return back to windows
return;
}
-Include globstruct.h and SparkWrapperGDK.h into your project
-Use the SPARK_Wrapper_GDK.lib import library to import SPARK WRAPPER functions
-You need to copy the SPARK_Wrapper_GDK.dll into you EXE directory !
Regards.
Quote: "ActionSaxon
Hi Hotline,
This is a brilliant plugin, thanks.
I've noticed that in this new version (1.24) when you hide a dbpro object that you either glue or have glued to a particle system, then that particle system seems to no longer be glued to the object. If you subsequently re-show the object then the system behaves as though its still glued to the object.
Looking at the GlueDemo code, this may have been by design (changing 'show object l' at line 151 to 'hide object l' doesn't give a trail following an invisible rocket but an invisible rocket with a stationary trail). It does affect my current code. This didn't happen in version 1.23. Just thought I'd let you know in case it's a bug.
Also, the 'SP Set System Speed' command when set to a negative number, just seems to irrevocably freeze the system in the new version.
Thanks again."
Thanks for the report . the glue bug is fixed . I will upload the new dll next week, however the set system speed works different in this new vesrsion (my fault i didn't change the description in the help file , sorry)
In the new version you don't need to use negative numbers.
I changed the speed to act as a ratio value.The deltaTime is multiplied with this factor ! So if you set the speed to 1 nothing will change (plugin uses it's own default delta step)
setting to 2 will double the system speed
setting to 0.5 wil halve the system speed
etc...
Resourceful:
Thanks for the report i will fix these in the next few days.
[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]