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Geek Culture / Tokamak! D.L.L. spells dumb

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Ron Erickson
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Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 10th Feb 2004 18:28
Well...
I am finally starting to get somewhere with getting Tokamak working in DBPro.
The thing that I was stuck on was actually a DBpro bug that wouldn't let be use a variable to reference a dll index number. What is really funny is that it would work in some places and not others. Blah! I kind of figured out what the problem was by accident.
DBpro: I love you and hate you!

Hopefully I'll have a demo ready in a couple days! I'm in the middle of a side job at home, so progress is slow, but happening

WOLF

Hoooowwwwllll!!!!
zircher
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 10th Feb 2004 18:32
Coolness, I'll look forward to your post in the program announcement or WIP forums.
--
TAZ

Jeku
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Location: Vancouver, British Columbia, Canada
Posted: 10th Feb 2004 18:33
Wolf - You are almost certainly further than me with this! If you get this working, you could compete with TGC's own forthcoming physics engine

Please keep us updated! Thanks!

[href][/href]
http://www.automatongames.com/
Ancient Chinese proverb: Man who runs behind car gets exhausted.
Ron Erickson
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Location: Pittsburgh, PA, USA
Posted: 10th Feb 2004 19:01 Edited at: 10th Feb 2004 19:03
Well, "I" of coarse wouldn't be competing with TGC's physics engine

I don't want to take credit for anything that I didn't do. Most of C++ crap has been taken care of by Sweenie from BB. I've had to make some modifications to his wrapper, but not too many (so far). I'll deflect most of the "thanks" to him and Tokamak. ....that is after I have something to show

Hoooowwwwllll!!!!
Jeku
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Location: Vancouver, British Columbia, Canada
Posted: 10th Feb 2004 19:07
OK maybe not "compete" per se, but you could offer it as a "poor man's" physics engine

[href][/href]
http://www.automatongames.com/
Ancient Chinese proverb: Man who runs behind car gets exhausted.
Pincho Paxton
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Posted: 10th Feb 2004 19:20
Can't wait to see a demo of this!

Ian T
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Location: Around
Posted: 10th Feb 2004 19:50
Sounds good. I'm curious as to how you could get it working at all seeing as Tokomak-- if i'm correct-- uses its own entity system... I mean it can break objects and split them into seperate pieces with their own position and rotation... I don't see how you can plug DBP's and Tokomak's entity systems together. They're very different. But I'm interested anyhoo.

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Ron Erickson
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Posted: 10th Feb 2004 20:26
Well....
You have to keep track of all that yourself.
You basicly have to set up constraint objects in Tokamak that resemble your objects in DB. So, if I created a sphere in DB, I would also create a sphere of the same size and at the same location in Tokamak. As Tokamak's physics update, you just set your DB object's position/rotation equal to what Tokamak has detemined. The hardest part will be stting up your objects.

Hoooowwwwllll!!!!
Ian T
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Posted: 10th Feb 2004 20:32
That makes sense (though it seems like a bit of a waste of RAM & CPU time). Thanks !

--Mouse: Famous (Avatarless) Fighting Furball

I am the chainsaw paladin.
Ron Erickson
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Location: Pittsburgh, PA, USA
Posted: 10th Feb 2004 20:42 Edited at: 10th Feb 2004 20:50
Quote: "though it seems like a bit of a waste of RAM & CPU time"

Well... not really.
Tokamak entities exist only mathematically. If I was to write my own physics system in DB, it would have to do the same thing. TGC's physics system will also have to do the same thing. There really isn't a "better" way to handle it.
...also keep in mind, the physics system handles ALL of your collision, so that is one less thing that you have to worry about in DB.

Hoooowwwwllll!!!!

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