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PostPosted: Thu Mar 29, 2007 11:24 pm 
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Dantarion wrote:
Eliwood, please dont say you have been judging phys2d performance by making tests based on the phys2d tests?

The thing slowing it down is java2d i think..


No, performance is good (once I turn off the drawing). I did a quick integration with Stencyl though and it didn't work out (possibly due to the step vs. elapsed time system even though I made sure I followed that carefully), but given the limited time I have, I don't have the time to debug it. I want to get a normal system working first before I look again at this.


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PostPosted: Sat Mar 31, 2007 2:34 am 
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I'll finally be able to scrape some time to work on this, this coming week. Prepare to see an initial javadoc go up soon and an actual implementation with game not too long after.


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PostPosted: Fri Apr 06, 2007 5:15 am 
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Hmm, is it necessary to have an Actor, an AnimatedActor and a special Actor with status and direction, or would would prefer collapsing that all down to a single Actor class?

I for one would only use the more specialized one and wouldn't care for the base or mid-tier one.

Just trying to prune things down a little.


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PostPosted: Fri Apr 06, 2007 5:37 am 
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[Removed. Consult the Javadoc.]


Last edited by Jon on Sun Apr 15, 2007 6:35 am, edited 1 time in total.

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PostPosted: Fri Apr 06, 2007 7:02 am 
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Looks good and simple to me. Only question is what does getOldX/Y() get you?

Kev


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PostPosted: Fri Apr 06, 2007 7:31 am 
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Removed. Check the Javadoc.


Last edited by Jon on Sun Apr 15, 2007 6:36 am, edited 2 times in total.

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PostPosted: Fri Apr 06, 2007 7:32 am 
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kevglass wrote:
Looks good and simple to me. Only question is what does getOldX/Y() get you?

Kev


It gets you the position of the Actor in the previous frame. Useful for some things at times.


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PostPosted: Sun Apr 08, 2007 6:17 am 
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Javadoc is up. Only Actor, ActorGroup, CollisionStratgy and Collider are done. The others are old stuff that I'm removing.

http://slickset.stencyl.com/javadoc/


Last edited by Jon on Sun Apr 15, 2007 6:36 am, edited 2 times in total.

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PostPosted: Tue Apr 10, 2007 4:30 am 
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What do you guys think about the potential idea of using the Camera for more than controlling the viewport?

What about giving the camera the responsibility of defining the actual view type or projection?

OrthogonalCamera (the default)
IsometricCamera
HexogonalCamera
Mode7Camera
[etc.]

This idea was inspired by a post on gamedev.net (http://www.gamedev.net/community/forums ... 9&#2933499)
Image

For now, I'll only implement the default one, but perhaps in the future, we can see the others done too. After all, this is purely a view-based thing. All the logic stays the same if you think about it.

On an completely different note, one cool, unintended side-effect of basing Camera off Actor is that you can apply effects to the Camera (perhaps only CameraEffects since applying things like fire or rain would be illogical). A logical effect would be ShakeEffect which would cause the camera to randomly jitter around. This is quite common to use in games.


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PostPosted: Fri Apr 13, 2007 6:15 am 
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Updated the Javadoc with the following.

- Full documentation for Actor.
- Initial drafts of ActorGroup, CollisionManager, Scene and Layer.
- Disregard the others since they're not documented. They are just there to let it compile.

A lot is subject to change as I keep designing this, but this should give you the general idea of what I'm after. At the end, when this is all implemented, I will have a game (described in post #1) and will post the source to it.


Last edited by Jon on Sun Apr 29, 2007 6:32 am, edited 1 time in total.

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PostPosted: Fri Apr 13, 2007 9:48 pm 
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Added AnimatedActor and removed AdvancedActor. AnimatedActor is an Actor that contains a set of animations as well as a status and direction.

Thanks to the Animation class that Slick already has, this was fairly easy to do though I can't test till the rest of this is done.


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PostPosted: Fri Apr 13, 2007 11:47 pm 
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Added and implemented the following:

CollisionStrategy
CollisionShape
ColliderUnavailableException

ColliderFactory

Collider
BoxBoxCollider
Box

PairwiseStrategy
QuadTreeStrategy
GridStrategy

Grid
TileGrid

The design of the collision system was heavily adapted from the scheme in Phys2D but reworked to be more friendly to the end user. Also had to be refitted to work with 2 arbitrary ActorGroups rather than 1 massive group.

This brings us to about the halfway point of implementation. Not bad for a day of work.


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PostPosted: Sun Apr 15, 2007 12:04 am 
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SlickSet is nearly done in terms of implementation. Now it's a matter of testing via making a game with it. I hope to have most things ironed out in a week or so.

The design will probably get tweaked a bit in the process, but what you see is pretty much the idea. I am missing the following though:

- Pluggable Effects
- Shapes besides Boxes
- Some of the more advanced Layer types (TileLayer, GradientLayer, AnimatedImageLayer). These will come soon.

For those of you who like to watch file size and whatnot, it takes up a slim 31 KB right now, so I'm happy to have gotten this all in for a very low filesize cost.


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PostPosted: Sun Apr 15, 2007 7:39 am 
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Sounds like a nice progress :D

Can't wait to see the demo game and the lib itself - go ahead Eliwood, ahem, I mean Jon :wink:

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PostPosted: Wed Apr 25, 2007 9:03 am 
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Good news. SlickSet is debugged/working at a base level. I'm able to create Actors, put them in Actor Groups, set up a Scene and have the camera/viewport/scrolling stuff worked out. Not bad for a few hours of debugging.

All I have left before I do detailed feature by feature testing and a real game is to work out collision detection, slap in some real sprites (using rectangles to paint right now) and test parallax scrolling.

Slick's great. :)

Update 1: Parallax scrolling checks in fine now. Now on to collision detection.


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