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Thread: Physics engines

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  1. #1
    Quote Originally Posted by Andru View Post
    Strange, because Chipmunk(about which you wrote in first post) exists on every platform - Windows, Linux, MacOS X and some time ago I compiled it for iOS, so it can be used with FPC via static linking...
    Yes, and that is my primary choice as I mentioned, and I have the static library on my disc already. But if someone had some FPC demos ready, it would be unnecessary to port the C ones. Or pointer to other alternatives which don't require major rewrites.

    But Chipmunk isn't generally what I see people recommend for ragdoll physics. They recommend Box2D, and there is also the Pappe library which promises support for ragdoll physics, but both these seem awkward to port to me.

    I am not afraid of porting code, far from it, but my time is limited and I must choose my battles. Small demos are easy to port, big ones are harder, and entire frameworks might take lots of time. Sometimes you just have to step back and see if there are other paths than the one you had in mind, before going too far on that one.
    Last edited by Ingemar; 07-09-2011 at 06:38 AM.

  2. #2
    Here the chipmunk demos for Windows. OpenGL and GLUT the only dependencies.

  3. #3
    thanks Andru , the speed is about equal to the original c++ demos , i recompiled it with delphi 2006 , seems delphi produce fast code than fpc

  4. #4
    Great! It compiled immediately, I have some link trouble so far but that should be managable.

  5. #5
    Quote Originally Posted by virtual View Post
    thanks Andru , the speed is about equal to the original c++ demos , i recompiled it with delphi 2006 , seems delphi produce fast code than fpc
    What is equal, Delphi? Do you mean Delphi is as fast or faster than FPC?

  6. #6
    Quote Originally Posted by Andru View Post
    Here the chipmunk demos for Windows. OpenGL and GLUT the only dependencies.
    It certainly is compiled, but an arithmetic overflow occurs at startup. Physics dovno not been updated, and of course with the current version of the compiler I think these errors are possible. How can I fix this? Or what other options there are, that would not suffer, and to connect the physics and can already be working.
    The very error occurs here:

    Code:
    if options.drawShapes then
      begin
        cpSpaceHashEach(space.activeShapes, drawObject, space);
        cpSpaceHashEach(space.staticShapes, drawObject, space);
      end;
    in the funtion draw by drawSpace module

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