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Physic Emulator
http://forums.realsoftware.com/viewtopic.php?f=4&t=41653
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Author:  NaNdummy [ Thu Dec 01, 2011 2:34 pm ]
Post subject:  Physic Emulator

Hey guys out there, is anyone interested in a physic emulator? would be cool if we would create an open-source rb project, where one posts 0.1, the other one 0.2 .... i think hosting on dropbox.com. who wants?

Author:  Agent [ Wed Jan 18, 2012 9:35 pm ]
Post subject:  Re: Physic Emulator

Could be interesting, and I would like to join in but I doubt I would have enough time - would I have enough time then I'd definitely join in.

Author:  NaNdummy [ Fri Feb 17, 2012 6:52 am ]
Post subject:  Re: Physic Emulator

Agent wrote:
Could be interesting, and I would like to join in but I doubt I would have enough time - would I have enough time then I'd definitely join in.

I also have not much. It is not so hard, the biggest parts are already done. But I am a horrible ressource collector and bug fixer. I will post the file soon.

Author:  simulanics [ Sat Feb 18, 2012 12:51 pm ]
Post subject:  Re: Physic Emulator

Always looking for projects to work on. If you head over to realstudiodevspot.com you could host the project there freely and its publicly viewable to all Real Studio Developers :-)

Author:  NaNdummy [ Sun Feb 19, 2012 9:37 am ]
Post subject:  Re: Physic Emulator

simulanics wrote:
Always looking for projects to work on. If you head over to realstudiodevspot.com you could host the project there freely and its publicly viewable to all Real Studio Developers :-)

I have to say his owner that the site is great... Wait, you are! :lol:
Okay, I will do.

Author:  NaNdummy [ Wed Feb 22, 2012 8:26 am ]
Post subject:  Re: Physic Emulator

Hey, I try to make the gravity, it was once okay, but then I restarted my pc and no it wont work :( Can I also upload not working projects to realstudiodevspot?
I thought that the user easily types something like this into his code:
Handler: Pushbutton1.action
dim p as new phyzzle(mypic) //Phyzzle Class, mypic is the picture the new object should have
PhyzzleArea1.addPhyzzle (p, "MyPhyzzle") //adds the phyzzle p to an object called "PhyzzleArea1" which has class "PhyzzleArea", a subclass of canvas. The identifier of this phyzzle will be "MyPhyzzle"

In this case, a picture "mypic" appears in the canvas and falls down. You can also set wind or turn the gravity direction. There are also methods like
PhyzzleArea.getphyzzle(identifier as string)
or
PhyzzleArea.EditPhyzzle(identifier as string, newValue as Phyzzle)


So you dont need SuperSpriteSurface if you use this plugin.

Note, it is created in the IDE and not via a plug-in SDK.

If you dont understand something, ask me.

Author:  simulanics [ Sat Feb 25, 2012 4:50 pm ]
Post subject:  Re: Physic Emulator

NaNdummy wrote:
Hey, I try to make the gravity, it was once okay, but then I restarted my pc and no it wont work :( Can I also upload not working projects to realstudiodevspot?
I thought that the user easily types something like this into his code:
Handler: Pushbutton1.action
dim p as new phyzzle(mypic) //Phyzzle Class, mypic is the picture the new object should have
PhyzzleArea1.addPhyzzle (p, "MyPhyzzle") //adds the phyzzle p to an object called "PhyzzleArea1" which has class "PhyzzleArea", a subclass of canvas. The identifier of this phyzzle will be "MyPhyzzle"

In this case, a picture "mypic" appears in the canvas and falls down. You can also set wind or turn the gravity direction. There are also methods like
PhyzzleArea.getphyzzle(identifier as string)
or
PhyzzleArea.EditPhyzzle(identifier as string, newValue as Phyzzle)


So you dont need SuperSpriteSurface if you use this plugin.

Note, it is created in the IDE and not via a plug-in SDK.

If you dont understand something, ask me.


email me the code as a zip or rar file and I will upload it for you if its not working from your end. :-) admin@simulanics.com

Author:  NaNdummy [ Sat Mar 10, 2012 6:34 am ]
Post subject:  Re: Physic Emulator

Uploaded it. Sorry, it is buggy and cant do much :( Maybe I should settle to SuperSpriteSurface...

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