digitalmars.D.announce - GDC 2006 2D Physics Demo for D
- clayasaurus (14/14) Oct 30 2006 After quite a conversion process, I've successfully converted the c++
- Jarrett Billingsley (9/23) Oct 30 2006 Sweet, but it runs at about 3000 FPS, and so is nearly impossible to see...
- clayasaurus (15/47) Oct 30 2006 Derelict comes with the demo.zip package along with SDL.dll. If you have...
- Jarrett Billingsley (7/13) Oct 30 2006 Ahh, great, that worked :) So much cooler when it's running at a reason...
- Olli Aalto (11/28) Oct 31 2006 The SDL_DOUBLEBUF and SDL_Flip() are not used in OpenGL mode. The
- Jarrett Billingsley (5/12) Oct 31 2006 Crap! The version of SDL that Derelict (or at least the Derelict that c...
- Mike Parker (5/11) Oct 31 2006 Actually, the version of Derelict with the demo should support SDL
- Mike Parker (3/14) Oct 31 2006 Correction -- the trunk is being updated with the fix. I keep timing
- Lucas Goss (8/12) Oct 31 2006 I think it would be better to use frame rate independence. By delaying
- Hasan Aljudy (2/23) Oct 30 2006
- Walter Bright (4/17) Oct 31 2006 Could you please put some sort of descriptive page about it on dsource
- clayasaurus (3/17) Oct 31 2006 Here you go
- Walter Bright (3/23) Oct 31 2006 That's a great start. But please include the links, the title, and the
- clayasaurus (3/29) Oct 31 2006 Done.
- Walter Bright (2/14) Oct 31 2006 Much better!
After quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics/demo.zip?format=raw Use keys 1-9 to switch through demo, and space bar to launch the 'bomb'. It also comes with a public domain red black tree implementation that seems to work. The author of http://eternallyconfuzzled.com/tuts/redblack.html told me he is going to add a license page that says all the code on his pages are in public domain. Special thanks to Christian Kamm for helping me track done a bug. ~ Clay
Oct 30 2006
"clayasaurus" <clayasaurus gmail.com> wrote in message news:ei67hf$2dgi$1 digitaldaemon.com...After quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics/demo.zip?format=raw Use keys 1-9 to switch through demo, and space bar to launch the 'bomb'. It also comes with a public domain red black tree implementation that seems to work. The author of http://eternallyconfuzzled.com/tuts/redblack.html told me he is going to add a license page that says all the code on his pages are in public domain. Special thanks to Christian Kamm for helping me track done a bug. ~ ClaySweet, but it runs at about 3000 FPS, and so is nearly impossible to see anything running except the pyramid demo. I see some kind of delta timing with the "dt" global in main.d, but it's set to a constant 1/60, and in windowed mode on Windows, it'll try to update the screen as fast as possible, so the frame time will be something other than 1/60 of a second. Is there maybe a way to force it to run in fullscreen, so it's limited to the refresh rate? I'd recompile it but I don't have Derelict, so..
Oct 30 2006
Jarrett Billingsley wrote:"clayasaurus" <clayasaurus gmail.com> wrote in message news:ei67hf$2dgi$1 digitaldaemon.com...Derelict comes with the demo.zip package along with SDL.dll. If you have the D compiler and build, all you need to do is 'build main.d -Rn -full -release -O' to build it. Throw in an SDL_Delay(40) in the main while loop if you want a quick solution, or add a 'flags = SDL_OPENGL | SDL_FULLSCREEN' to the SDL video flags for fullscreen in main.d around line 668. Within the next year or so I'm going to integrate this into my 2D game library ( http://arcgames.dsource.org/arc/arc/time.html ) which has a delay timer that will delay the main loop as needed to keep a constant frame rate. I need to figure out how to add circle shapes and eventually polygon shapes, however the author says at GDC 2007 he'll put more shapes in his demo. There is also a java port that supports circle and line shapes http://code.google.com/p/phys2d/After quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics/demo.zip?format=raw Use keys 1-9 to switch through demo, and space bar to launch the 'bomb'. It also comes with a public domain red black tree implementation that seems to work. The author of http://eternallyconfuzzled.com/tuts/redblack.html told me he is going to add a license page that says all the code on his pages are in public domain. Special thanks to Christian Kamm for helping me track done a bug. ~ ClaySweet, but it runs at about 3000 FPS, and so is nearly impossible to see anything running except the pyramid demo. I see some kind of delta timing with the "dt" global in main.d, but it's set to a constant 1/60, and in windowed mode on Windows, it'll try to update the screen as fast as possible, so the frame time will be something other than 1/60 of a second. Is there maybe a way to force it to run in fullscreen, so it's limited to the refresh rate? I'd recompile it but I don't have Derelict, so..
Oct 30 2006
"clayasaurus" <clayasaurus gmail.com> wrote in message news:ei6dp6$2i50$1 digitaldaemon.com...Derelict comes with the demo.zip package along with SDL.dll. If you have the D compiler and build, all you need to do is 'build main.d -Rn -full -release -O' to build it. Throw in an SDL_Delay(40) in the main while loop if you want a quick solution, or add a 'flags = SDL_OPENGL | SDL_FULLSCREEN' to the SDL video flags for fullscreen in main.d around line 668.Ahh, great, that worked :) So much cooler when it's running at a reasonable speed. Though strangely putting it in fullscreen didn't help. Apparently, there's a way to make SDL wait until a vertical retrace until it updates the screen, using SDL_DOUBLEBUF for the video flags and SDL_Flip() at the end of the loop, but I tried that and that didn't help either.
Oct 30 2006
Jarrett Billingsley wrote:"clayasaurus" <clayasaurus gmail.com> wrote in message news:ei6dp6$2i50$1 digitaldaemon.com...The SDL_DOUBLEBUF and SDL_Flip() are not used in OpenGL mode. The SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) and SDL_GL_SwapBuffers() are used instead respectively. I haven't looked at the code yet, but I believe those are used there. As what comes to the vsync you could try SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1)[1]. Put it before the call to SDL_SetVideoMode(). O. 1. http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fGL_5fSetAttribute http://www.libsdl.org/cgi/docwiki.cgi/SDL_5fGLattrDerelict comes with the demo.zip package along with SDL.dll. If you have the D compiler and build, all you need to do is 'build main.d -Rn -full -release -O' to build it. Throw in an SDL_Delay(40) in the main while loop if you want a quick solution, or add a 'flags = SDL_OPENGL | SDL_FULLSCREEN' to the SDL video flags for fullscreen in main.d around line 668.Ahh, great, that worked :) So much cooler when it's running at a reasonable speed. Though strangely putting it in fullscreen didn't help. Apparently, there's a way to make SDL wait until a vertical retrace until it updates the screen, using SDL_DOUBLEBUF for the video flags and SDL_Flip() at the end of the loop, but I tried that and that didn't help either.
Oct 31 2006
"Olli Aalto" <oaalto gmail.com> wrote in message news:ei7088$2vl4$1 digitaldaemon.com...The SDL_DOUBLEBUF and SDL_Flip() are not used in OpenGL mode. The SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1) and SDL_GL_SwapBuffers() are used instead respectively. I haven't looked at the code yet, but I believe those are used there. As what comes to the vsync you could try SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1)[1]. Put it before the call to SDL_SetVideoMode().Crap! The version of SDL that Derelict (or at least the Derelict that comes with Clay's demo) is 1.2.0, and SDL_GL_SWAP_CONTROL is only available starting with 1.2.10. Have to do some more fiddling this afternoon..
Oct 31 2006
Jarrett Billingsley wrote:"Olli Aalto" <oaalto gmail.com> wrote in message Crap! The version of SDL that Derelict (or at least the Derelict that comes with Clay's demo) is 1.2.0, and SDL_GL_SWAP_CONTROL is only available starting with 1.2.10. Have to do some more fiddling this afternoon..Actually, the version of Derelict with the demo should support SDL 1.2.10 (as defined in sdlversion.d). The missing enum was a bug. It was also missing SDL_GL_ACCELERATED_VISUAL. The Derelict trunk has been updated with the fix.
Oct 31 2006
Mike Parker wrote:Jarrett Billingsley wrote:Correction -- the trunk is being updated with the fix. I keep timing out. I'll post on the Derelict forums when it succeeds."Olli Aalto" <oaalto gmail.com> wrote in message Crap! The version of SDL that Derelict (or at least the Derelict that comes with Clay's demo) is 1.2.0, and SDL_GL_SWAP_CONTROL is only available starting with 1.2.10. Have to do some more fiddling this afternoon..Actually, the version of Derelict with the demo should support SDL 1.2.10 (as defined in sdlversion.d). The missing enum was a bug. It was also missing SDL_GL_ACCELERATED_VISUAL. The Derelict trunk has been updated with the fix.
Oct 31 2006
clayasaurus wrote:Within the next year or so I'm going to integrate this into my 2D game library ( http://arcgames.dsource.org/arc/arc/time.html ) which has a delay timer that will delay the main loop as needed to keep a constant frame rate.I think it would be better to use frame rate independence. By delaying the main loop some input can become jagged and seem unresponsive (mouse jumping places). I know I've seen some articles on gamedev.net, now where were they... http://www.gamedev.net/reference/articles/article1604.asp http://www.gamedev.net/reference/articles/article1382.asp lucas
Oct 31 2006
wow .. just amazing!! clayasaurus wrote:After quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics demo.zip?format=raw Use keys 1-9 to switch through demo, and space bar to launch the 'bomb'. It also comes with a public domain red black tree implementation that seems to work. The author of http://eternallyconfuzzled.com/tuts/redblack.html told me he is going to add a license page that says all the code on his pages are in public domain. Special thanks to Christian Kamm for helping me track done a bug. ~ Clay
Oct 30 2006
clayasaurus wrote:After quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics demo.zip?format=rawCould you please put some sort of descriptive page about it on dsource so one can see what it is without needing to download and unzip it?It also comes with a public domain red black tree implementation that seems to work. The author of http://eternallyconfuzzled.com/tuts/redblack.html told me he is going to add a license page that says all the code on his pages are in public domain.Thanks for taking care of this.
Oct 31 2006
Walter Bright wrote:clayasaurus wrote:Here you go http://svn.dsource.org/projects/arcgames/trunk/physics/html/index.htmlAfter quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics demo.zip?format=rawCould you please put some sort of descriptive page about it on dsource so one can see what it is without needing to download and unzip it?
Oct 31 2006
clayasaurus wrote:Walter Bright wrote:That's a great start. But please include the links, the title, and the dscription you put in the original post!clayasaurus wrote:Here you go http://svn.dsource.org/projects/arcgames/trunk/physics/html/index.htmlAfter quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics demo.zip?format=rawCould you please put some sort of descriptive page about it on dsource so one can see what it is without needing to download and unzip it?
Oct 31 2006
Walter Bright wrote:clayasaurus wrote:Done. ~ ClayWalter Bright wrote:That's a great start. But please include the links, the title, and the dscription you put in the original post!clayasaurus wrote:Here you go http://svn.dsource.org/projects/arcgames/trunk/physics/html/index.htmlAfter quite a conversion process, I've successfully converted the c++ GDC 2006 2D Physics demo to D. Original: http://www.gphysics.com/archives/18 D Version: http://www.dsource.org/projects/arcgames/browser/trunk/physics demo.zip?format=rawCould you please put some sort of descriptive page about it on dsource so one can see what it is without needing to download and unzip it?
Oct 31 2006
clayasaurus wrote:Walter Bright wrote:Much better!clayasaurus wrote:Done. ~ ClayHere you go http://svn.dsource.org/projects/arcgames/trunk/physics/html/index.htmlThat's a great start. But please include the links, the title, and the dscription you put in the original post!
Oct 31 2006