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PostPosted: Tue Sep 25, 2007 10:42 am 
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This is a 'work in progress'. It is a plugin for a programming language called DarkBasic Pro which will allow you to use Box2D easily. DarkBasic is not an OOP language, so this will convert the Box2D functionality into a command set. There are a LOT of people who use DarkBasic Pro (including myself ;) ) so hopefully this will make Box2D more 'famous'. Also, DarkBasic was created specifically for creating games (both 2D and 3D) so hopefully they'll be a few more threads in this board when this is finished :D


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PostPosted: Sat Sep 29, 2007 12:16 pm 
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Here is the first release, with very limited features, but it still looks pretty :D

Here's a screeny (the 93 is the FPS :P ):
Image


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PostPosted: Wed Oct 03, 2007 2:25 pm 
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Joints, motors, and limiters have been added. Also, many more options such as friction and restitution on individual shapes have been implemented, and someone has offered to make the help files for it.


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PostPosted: Wed Oct 03, 2007 3:32 pm 
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Joined: Thu Sep 06, 2007 12:34 am
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Good work Diggsey! Please let us know when some games start using it.


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PostPosted: Thu Oct 04, 2007 9:00 am 
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Will do 8-)
Someone is already making an editor for it (unfortunately it will only work with DBPro) and I'm making a collision shape editor (so you can easily make a collection of positioned collision shapes from an image) This will also export to DBPro code, but it will be quite easy to convert it to C++ and I made add a C++ code export in the future :D


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PostPosted: Thu Oct 25, 2007 9:24 am 
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Somebody called TEH_CODERER is making a Madness interactive remake using this plugin :P

Here's a video he posted of his progress so far:
Image


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PostPosted: Sat Nov 10, 2007 1:15 pm 
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Somebody has actually made a game using this! :D

Here is a screeny:
Image

Here is a link to the forum thread


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PostPosted: Mon Nov 12, 2007 5:48 am 
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Joined: Mon Nov 12, 2007 1:48 am
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Congratz, it's nice to see the library being expanded to new horizons.
I'm porting to another language in my case, it's harder than it looks!! (specially because I too don't have OOP, yet I choose to port the whole thing rather than wrap it up, for speed reasons :) )
Looking forward to demos, etc. Cheers!


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PostPosted: Mon Nov 12, 2007 9:59 am 
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Thanks :D
Due to the way DarkBasic Pro works (the language I'm wrapping it for). It's actually faster both at compile time and runtime for me to wrap it instead of converting it! Also, DBP is very limited it its data types and structures (You can't have arrays within arrays, and there's no such thing as a structure, only a User-Definied Type which is basically a structure, but only the storage, no functions or anything).

I hope you manage to convert Box2D well! ;)


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PostPosted: Mon Nov 12, 2007 1:29 pm 
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Joined: Tue Sep 11, 2007 7:26 am
Posts: 95
Hi there,
I noticed you're using images for the boxes. I was wondering how are you dealing
with the position and rotation of the individual compound shapes?
Do you use a custom transformation to get the world positions?
Thanks!
Mike


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